# Special Aircraft Service

## Individual Mod Downloads for IL-2 1946 => Other Mods => Effects => Topic started by: SAS~HolyGrail on June 23, 2010, 12:31:17 PM

Title: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod [4.09]
Post by: SAS~HolyGrail on June 23, 2010, 12:31:17 PM
Alert !................................................Alarm !........................................... Achtung !...........................................Attention !.........................................:D

IL-2 1946 Plutonium Universal Max Effects V1 Mod OFF-LINE/ON-LINE

Developed on: UP 2.01 game install version !
Also tested on older modded versions V4.08m & V4.09b1m and you have to
make sure Bomb Bay Door plus mod is installed in your game main MODS folder
with those older game install versions as UP 2.01 have bomb bay door mod plus
installed as default otherwise your game will crash .

New release , which is based on and replacing previous obsolete Uranium effects version .
It have been created from many WWII archival documentaries and gun camera footage like Hunters in the skies , The War File Air Battles of WWII , Wings of Defeat - Kamikaze , archival RAF and Luftwaffe WWII footage .
Some effects are simulating very much the same real WWII visual effects shape and size , some other effects are close as possible to the real thing as much as game engine allow .
Main focus was on the whole battlefield immersion as can be seen from inside aircraft cockpit rather than on each effect detailed view .
Every effect included in Plutonium mod is done the way it is for a reason which 90% of the time is to staying within the game engine limits as much as possible to prevent massive textures disappearing .
It was thoroughly tested and it passed " The Black Death " track and all other recorded default tracks without causing textures disappearing .
It was tuned to withstand fairly bigger battle scenarios with infinite time period fires and smokes during air combat mission .

Video:
IL-2 1946 Plutonium Maximum Effects Mod
&

Credit for help with mod development and providing some of the textures:
Fly!
Aed
Stuka40
Slipry
3rdeye
Maven
Jaypack44
Buffy
Fabianfred
Gromic
Santobr
Eexhaton
GhostFiles
Condor
IL-2 community

Extra big credit goes to :
Oleg & 1C for creating kick ass wonderful WWII flying simulator.  8)
Aed for all hard work with editing class files and making some of these new effects possible.
Wolfighter for magnificent aircrafts smoke damage java class files editing and fixing and supplying additional new edited java class files in order for Aed's java class files effects to fully comply with the game engine.
SAS~Sani for a very generous class files editing contribution for new effects .
SAS Administrators\Team members and HaDeS for an excellent assistance.

Effects included inside Plutonium Universal Max Effects V1 Mod
Code: [Select]
1. New separated Jet engine at full power smoke from propeller aircraft damage smokes ( different from original game coding )2. Aircraft damage smokes and fire with more interactive and historically more correct visual representation ( different from original game coding )3. Aircraft ripped off damaged parts new fiery effect 4. Aircraft new start up engine flame effect 5. Aircraft reduced take off dust smoke effect  6. Aircraft new mid_air collision explosion and burning aircraft mid-air explosion effect 7. Aircraft new crash ground explosion , bomb 250 & 500 explosion effect ( different from original game coding )8. Damaged aircraft new debris textures and reduced amount of flying debris effect 9. New faster fire burst for German 88mm and USSR 85mm flak including debris effect 10. Bullets new hit flash and smoke effect on attacked aircraft during dogfights and other air combat 11. Bullets new hit flash effect on all ground moving and static objects including static planes and all ships 12. Locomotive new pipe smoke steam and color effect with more life like smoke behavior 13. Locomotive and wagons new explosion effects with live fires and smokes some with infinite time period ( different from original game coding )14. Tank , vehicles and other objects new explosion effect with new live infinite fires and smokes ( different from original game coding ) 15. Tank cannon and some other cannon ground objects new smoke blast from firing cannons effect 16. Moving tank ground visual rotation of dust smoke was removed and reconfigured for more natural looking smoke 17. Ground fighting units in action shows more life like explosive visual action with infinite time period smokes and fires . 18. Buildings , bushes and some other ground environment new live infinite time period damage smoke and fire ( different from original game coding ) 19. Ships new live fires and smokes with extended visual time period 20. Reconfigured rocket smoketrail color , smoke lenght and time period to reflect more historical data 21. 1000lb bomb new explosion effect ( different from original game coding )22. All aircraft damage smokes in 3D including new high altitude contrails 23. 250lb bomb water splash 24. Small caliber bullets water splash25. 0.50 caliber and bigger caliber guns bullets water splash26. 10kg bomb ground and water effect27. RS 82 ground explosion and water splash ( different from original game coding )28. Bigger battleships and smaller ships ( fishing boat ) have new front water puff and prop wake29. New Napalm explosion ( different from original game coding )30. Battleships new gun fire and smoke blast effect31. Static planes new explosion fire and smoke damage effect ( different from original game coding )32. Explosion ground light circus effect disabled and replaced with new faster ground flash effect ( especially needed for night operations )33. Aircraft ground crash explosion , 250/500lb bomb explosions with new faster ground flash effect34. Aircraft cannon bullets ground explosion , RS82 and other rockets ground explosion with dirt fountain and new faster ground flash effect .35. Small 10kg/50kg bomb dirt fountain36. New water splash37. Aircraft take off water splash effect38. Aircraft stall wingtip vortices effect39. Ground bullets impact smoke effect40. Probably forgot to mention something else
Plutonium Universal Max Effects Mod IS EXPLICITLY NOT COMPATIBLE with these mods which some of these due to the Java class files conflict:

00_PAT_MOD
00_WARBIRDSOFPRAY
00_ZUTI_DSMOD ( any version )
HG&P PLATINUM EFFECTS MOD
HG&P URANIUM EFFECTS MOD
Older versions of IL-2 1946 PLUTONIUM MAXIMUM EFFECTS MOD
FX_REVOLUTION MOD
B29_Silver_Plate mod
Mosquito B mod and SP B29 MKXVI Effects fix for HSFX and UP
P-51 Hydraulics Version 2

MOD INSTALL INSTRUCTIONS:

1. Unzip mod
2. Open IL-2 Sturmovik 1946 game folder
3. Open " MODS " folder
(http://i888.photobucket.com/albums/ac90/HolyGrail_photos/Install1.jpg)
4. Place Plutonium mod inside MODS folder in to the left upper corner to make sure game is reading mod first to prevent any possible conflict when in doubt with some of the other mods .
(http://i888.photobucket.com/albums/ac90/HolyGrail_photos/Install.jpg)
Use only Effects=0 or Effects=1 setting in your conf.ini file
Effects=2 setting was never recommended by Oleg & 1C and it is causing known smokes textures flickering bug , changing smokes color and causing rather a huge FPS decrease .
That's all , just close IL-2 Sturmovik 1946 folder and you're ready to go .

Plutonium mod is fully compatible with these examples of visual enhancing mods but it is not a complete list:
Code: [Select]
1. 00_HG&P_Ricochet_Gunsmoke_Bullets_2D_Smoketrail2. Tracermod + VVS/Russian tracer fix mod by Eexhaton3. Torpedo Trails mod by Fly!4. 3D German 20mm Cannon Spiralsmoke mod by Eexhaton5. Combined Contrail Fixes v2 mod by CirX6. ANY CLOUDS MOD 7. Big Bombs Explosion Effects [Final Version] mod by Santobr8. ShipTrail mod by Fly!9. Philip.ed's New Intermittent Smoketrail Tracer MOD V110. GUNFIRE Day & Night gunfire mod with alpha channels added by Fly!11. 00_DaddersmuzzleflashlowfatV2 mod by Dadder12. UP's 00_Advanced_Engine Management13. UP's 00_AlternativeFMs14. UP's 00_Atm_mod_Original15. UP's 00_Atm_modv3.1Wind_Turb&Prop16. UP's 00_Perfect_Map_Textures17. UP's 00_RealisticBomb&TorpedoFusing18. UP's 00_ZloyPetrushkO_AAAmod_fast19. UP's 01_CumulativeShipsDamage20. UP's 01_TougherBridges21. UP's 01_TougherTrains22. UP's 02_CarrierTakeoffMod_5.3.323. Any other mod that do not have included any of the same 39 effects files or Java class files of the effects that are listed above
NOTE:
There won't be JSGME version for jsgmemods folder because if Plutonium effects mod will be selected via JSGME application , it will be ovewritten with a zillion other incompatible old effects mods inside game main MODS folder and creating chaos in install and actual in-game visual effects.
Plutonium explosions , ground damage smokes , battleship guns blast smokes & flash effects were tuned and optimized for less GPU and CPU demand with significantly less demand for emit , particles and textures size to make sure they're all together staying within the game engine limits and they should not be replaced with separated effects with other differently configured mods created by other members .
Mod needs to remain as it is , do not move folders , files , there is extra folder and some of the effects have been switched between each other as it was also done with previous Uranium mod.
Mod is using only small 17kb and even few smaller size textures .

Thursday , July 08 , 2010 NEW CHANGE:
1. removed clouds folder to avoid compatibility issues with available clouds mods
2. .303 and 0.50 caliber bullets hit to the ground smoke effect caused drop in FPS which is now tuned and no more happening with also assigned new color
3. .303 and 0.50 caliber bullets hits to the water splash effect caused drop in FPS which is now no longer happening with the same rainbow color effect

Saturday , October 23 , 2010 NEW CHANGE:
1. House & Bushes fire reduced to 13 minutes only ( very slow smoke is continuing to be infinite )
2. Bullets and Cannon water splash was changed from blended texture effect back to normal texture effect
leaving only bombs explosions with blended texture effect ( inreased FPS for cannon bullets water splash )
3. Edited some of the jet aircraft engine smoke at full power like Yak-3R Prop/Rocket Hybrid ,
BI-1 Rocket Fighter , BI-6 Rocket/Ramjet Hybrid etc..........................................
4. Cleaned all of the annoying game console INTERNAL ERROR: Str2FloatClamp() errros
that did belong to Plutonium mod by addjusting some of the .eff and .mat files values exactly to the game engine requested range specification
5. Removed any .mat and textures leftovers files that have had anything to do with bullets smoketrails
6. Engine wrong fuel mixture smoke edited
7. Cars and trucks fire texture was replaced with house fire texture for better color
8. Edited ground fuel tanks fire for better color

Special thanks to:
Anders_And for testing and advice for the best on-line timing for houses and bushes fire .
Eexhaton for testing

CHRISTMAS UPDATE ! : December 10 2010 Change V1 Version
(http://i888.photobucket.com/albums/ac90/HolyGrail_photos/081119174150.gif)
(http://i888.photobucket.com/albums/ac90/HolyGrail_photos/LilWizard1.gif)
Look , Merlin !!

Christmas update version brought to you by SAS~Sani & SAS~HolyGrail  8)

This is last version before 4.10 TD patch is out , then this mod will undergo class files editing
for compatibility with other important mods and ZUTI's MDS for better on-line play
REMOVE ANY PREVIOUS PLUTONIUM MOD VERSION BEFORE USING THIS NEW ONE !!
7z zipped file size is only 242 kb , after unzipping mod size is only 2.27 MB .

Download Plutonium Universal Max Effects V1 (https://storebror.it.cx/sas/archive/sas2/Catchall/0_0_Plutonium_Universal_Max_Effects_V1.7z)

Also highly recommended is a fantastic fix for the original game high altitude shifted contrails bug
provided by CirX here: http://www.sas1946.com/main/index.php/topic,3925.0.html (http://www.sas1946.com/main/index.php/topic,3925.0.html)  8)

CinemaFX for those who like cinematic animated effects or use of volumetric textures , here is an
excellent addition by socorrista22198 : http://ultrapack.tuttovola.org/index.php/topic,2691.0.html  8)

We would like to thank you for all your support and enjoy new blasting effects !!!!
Please , do not thank me only , it's a team effort  :)
Sani & HolyGrail & Potenz & Wolfighter effects co.  8)
Title: Re: IL-2 1946 Plutonium Maximum Effects Mod
Post by: SAS~HolyGrail on June 23, 2010, 12:31:32 PM

If you suspect that all of a sudden aircraft damage smokes have changed for some reason appearance
or length or transparency color , you have likely conflict with some other mod with class files .
It might happen even if Plutonium mod is inside MODS folder as the first one to be read by game .
Please , if your game crash , do not just say it crashed , say at least which IL-2 1946 game install version are you running .
As a rule of thumb is to disabling all other mods , starting with Plutonium mod enabled only and then adding other mods back one after another and testing each time if the game works .
It might sound to be a pain in the ass process but with current game versions and zillion mods it's the only way to find out which mod is causing crash or conflict .
Keep in mind that Plutonium have 70 class files included , there are other mods like oxygen breathing mask mod or Histomod_Pack and some other which will likely conflict , we have not tested everything since it would take another year to download all stuff and testing each by each .
Basic easy game installs without hundreds of other various mods is working like a charm .
Whatever other mod you want to have included running with Plutonium , you will have to try
each if it works or if the game crash with it .
Me personally , I have only 4 or 5 additonal effects mod like bulllets smoketrails , and dadders muzzle flash mod for reducing guns light circus , few others easy mods without class files and pretty much nothing else .
It runs also on Potenz's game install , it runs also on Wolfighter's game install .
At this point with various game install versions and mods developments , it's almost impossible to create
" working for all approach " right out of the bat when so many class files are edited .
Everyone will have to find and disable the " other mod " which is conflicting if you want to use Plutonium Universal Max Effects mod .

S! S & HG & P & W  8)
Title: Re: UPDATE2: IL-2 1946 Plutonium Universal Max Effects Mod
Post by: SAS~HolyGrail on October 24, 2010, 08:50:14 AM
Here is more detailed history .
There was over the years numerous versions released so take a look to see
how things were from the beginning of our effects mods:

1. IL-2 1946 Ultimate Full 3D Smokes and Fire Effects Mod ( 2008/2009 compatible with everything )

2. IL-2 1946 Additional Aircraft And Ground Effects Mod ( 2009 compatible with everything )

3. IL-2 1946 HG&P Platinum Edition Mod Release ( 2009 compatible with everything )

4. IL-2 1946 Uranium Edition Mod Extra Effects Mod ( 2009/2010 compatible 95% with other mods )

5. IL-2 1946 Plutonium Universal Max Effects Mod ( 2010 compatible 50% with other mods )
Compatibility editing is scheduled once 4.10 TD patch is released

S! S & HG & P & W effects co.

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on December 09, 2010, 02:43:57 PM
NEW UPDATE: December 09 2010
0_0_Plutonium_Universal_Max_Effects_V1 version
(http://i888.photobucket.com/albums/ac90/HolyGrail_photos/LilWizard1.gif)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on December 11, 2010, 08:47:46 AM
Thank ya all , each and every one of you so much !  8) ,
Sani is the mastermind behind this Christmas update and class files editor in chief  :)

http://www.youtube.com/watch?v=QhFAwSk9Vqg  ???  :D  ;D

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: starfighter311 on December 11, 2010, 03:26:03 PM
;D ;D ;D
Very beautiful effects, and the blue flame exhausts, a nice surprise, it's great ...
Il2 our favorite is even more beautiful day after day ...

(http://i1092.photobucket.com/albums/i401/starfighter311/Spit-Rouen_01.jpg)

Mosquito escort above the town of Rouen in Normandy ...
(http://i1092.photobucket.com/albums/i401/starfighter311/Spit-Rouen_02.jpg)

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Ala13_Kokakolo on December 15, 2010, 09:42:59 AM
Ok, I found a few "bugs" of this mod. While starting yak 1 get the fire from engine in the wrong place. Same thing happens with the latest spit (one from a mod, i cannot remember the name, spit XXXV i guess considering the amount of them). Also while flying one of the exhausts (on the right side the one closest to the pilot) never gets blue flame in any hurry, p51 or spit. I will be testing more engine starts.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: RedrumSalad on December 15, 2010, 03:28:13 PM
ok, so this new update adds the engine flame to which planes? all of them?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: ghost500 on December 15, 2010, 08:03:43 PM
wow!! new version !! thank you very much holygrail  :)
stupid question: I know it's not compatible with b-29 mod, but is this compatible with UP 2.01 without disabling b-29 silverplate ?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Malone on December 15, 2010, 11:55:08 PM
Redrum, it adds it to planes using Merlin engines; Hurri, some late-model Spits and P-51's.

@ghost500: it'll work without disabling the silverplate, you might lose the bomb effect of the silverplate, though... ;)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: CWMV on December 16, 2010, 10:05:56 AM
Just noticed that this also adds flames to the P-51A that was recently released. That was an Allison powered AC if I'm not mistaken.
Regardless looks great.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Ala13_Kokakolo on December 16, 2010, 10:34:30 AM
And it also changes the flames on the start up to most planes. The most beautiful thing are the blue flames on merlin engines, I hope that will be added to german and japanesse planes in the future.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Spitfire109 on December 22, 2010, 02:33:19 PM
Hi guys, I'm new to Il-2 1946. I spent a lot of time patching up the game to 4.09m and then installing the mod activator, and then installing this plutonium mod pack. I started up the game and everything seems to be good but then when I start my campaign at 100% loading the game CTD. I try the instant mission builder and I can actually play for maybe 2 seconds and then an error message appears stating that il2fb.exe has stopped working and then I get a CTD.

I've managed to localize the problem down to the plutonium effects mod by taking all the mods out of my MOD folder and this seems to be the problem.

Can anyone help? Thanks a lot guys
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on December 22, 2010, 02:35:21 PM
You need Bomb_Bay_Doors mod. ;)

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Spitfire109 on December 22, 2010, 02:40:15 PM
ACK! Guess I was too excited to get started after all that patch downloading  :D. Thanks! I'll try that right now

UPDATE-It works! Absolutely gorgeous, it made the hours of installing completely worth it. Cheers!
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: AIRdomination on December 22, 2010, 06:40:29 PM
Quote
This is last version before 4.10 TD patch is out , then this mod will undergo class files editing
for compatibility with other important mods and ZUTI's MDS for better on-line play

I haven't really been keeping track, but when will that be?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Malone on December 22, 2010, 11:06:39 PM
your guess is as good as ours, although seeing as the 4.10 readme is already available, it shouldn't be long now.....my guess is Friday 24 December, which would be tomorrow.....of course, then the conversion/compatibility work still has to start... ;)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Jafa on December 23, 2010, 02:18:12 AM
(http://i782.photobucket.com/albums/yy101/fireflyerz09/big-eyes.jpg)

"OH....MY.....GOD"....I cant believe you didnt tell me about this HG , I went to all the trouble of making this http://www.youtube.com/watch?v=cn320WlhhPU in PS and you guys had made this in game.....pure genius chaps, pure genius
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: AIRdomination on December 23, 2010, 02:41:41 AM
your guess is as good as ours, although seeing as the 4.10 readme is already available, it shouldn't be long now.....my guess is Friday 24 December, which would be tomorrow.....of course, then the conversion/compatibility work still has to start... ;)

I can be patient :P It's just giving me a small sad feeling on the inside that I can't use this yet xD
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Eexhaton on December 23, 2010, 04:07:36 AM
Lol Jafa! :D

The only difference is that your own handywork applies to an almost idling engine..

The exhaustfumes on HG's mod only appear at 90%+ power..
But maybe with some backward-engineering...
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on December 23, 2010, 04:57:56 AM
It's 85% throttle and up  :D ;D
Sani indeed gave to engines a brand new life  8)
To be continued.....we're not done yet

@ Jafa  ;D
ha ha thanks , this topic is back on track as it should be , what a nice pic  ;D
Just wait , you haven't seen anything yet  :D
Sani and me are working on new stuff and these all latest and future updates are
made possible because of Sani  8)
HG & P & W effects co. was sold under bankruptcy proceedings to Sani for undisclosed amount  :D ;D

Thank you all for your kind comments and giving install help to others  8)

S!

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: stansdds on December 23, 2010, 06:50:47 AM
Getting exhaust effects to look right is a tough job in a flight sim.  In real life, the flames are pretty much invisible in daylight, but often in flight sims they are highly visible in the brightest of ambient light.  I'll have to give this a try as it does not look over done.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Sani on December 23, 2010, 06:52:01 AM
Jafa,you heaven't seen anything yet ;)...we already made this christmass edition absolete ;D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: stansdds on December 23, 2010, 08:01:33 AM
I just tried this and I like it!  The exhaust flames, although visible in bright daylight, are not obnoxious.  I think they are the best I've seen to date.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: philip.ed on December 23, 2010, 09:26:45 AM
Woah! Missed this! :D Can't wait to try it, I only played il-2 yesterday for the first time in months! :O awesome work mate(s) ;)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on December 23, 2010, 09:48:36 AM

WIP Video Update: Thursday, December 23, 2010

Brought to you by Sani & HolyGrail  8)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: philip.ed on December 23, 2010, 10:12:58 AM
Sheer awesomness! :D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: BravoFxTrt on December 23, 2010, 10:32:20 AM
You Guys Rock, thats so fu**ing awesome.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Aesandril on December 23, 2010, 11:35:31 AM
Hi. I have one question about this mod: Do I need to have installed UP 2.01 use this mod ??
I have 4.09m final version and " Generic Mod Enabler", but I cant run any mod... So what is wrong ??
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Eexhaton on December 23, 2010, 11:46:21 AM
Bloody feck! You guys just keep on going, right?

8)

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: stansdds on December 23, 2010, 12:04:50 PM

WIP Video Update: Thursday, December 23, 2010

Brought to you by Sani & HolyGrail  8)

I would recommend toning down the big flames during cranking.  Flames like that indicate an engine that has been way over primed.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on December 23, 2010, 01:25:24 PM
Wow! Love that! :D

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Spinnetti on December 23, 2010, 01:58:43 PM
As a sometimes real pilot, and race car builder, I think you guys really nailed it on the engine flames... Well done! If only there were some hooks for the 190 so that exhaust would come out the right place!
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Sani on December 23, 2010, 02:24:35 PM
190's are fixed ;)

http://www.sas1946.com/main/index.php/topic,3910.0.html
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dinosbacsi on December 23, 2010, 03:11:47 PM
I need help! T_T
If the Plutonium Effects are installed, my game crash after a few second, when the gameplay (flying) starts. I deleted the PAT_MOD, and the B-29 Silverplate (because the first post says it's not compatible with them), but it still crash.
I run 4.09m, without any other effect mod. The only "effect" what I have is only the ScreenshotPropeller mod.

I have this error message:
(It's hungarian :D)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Sani on December 23, 2010, 03:17:20 PM
This effect mod is made to work with UP ;).

Ok,that last video is absolete also ;D ;D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dinosbacsi on December 23, 2010, 03:17:56 PM
So I can't use it in 4.09m? D:
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Sani on December 23, 2010, 03:18:17 PM
Obviously not ;)...I'm new here,perhaps HolyGrail will know more about this issue.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on December 23, 2010, 03:48:50 PM
Dinosbacsi ,
since you're not running UP version you need also to install Bomb Bay Door Plus Mod in order to prevent Plutonium mod crash because BBD plus mod is included in UP by default and Plutonium mod is compatible with it , so you need BBD plus mod to be installed  :)

hehe , that Hungarian error message is cool looking :D ;D

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: farang65 on December 23, 2010, 04:13:34 PM
Thanks so much for the Chrissy gift  ;D 8)

Awesome work Holy Grail  ;D :P ;) and mastermind Sani  ;D 8) :D

Merry Christmas and a Happy New Year

Kirby

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: cyberolas on December 23, 2010, 04:27:27 PM
Dinosbasci, you need Bombbaydoors plus mod, when I disconnected him, I was have the same problem....
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Des on December 24, 2010, 03:46:08 AM
4.10 Available now. When are you going to connect this mod with zuti ds?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Eexhaton on December 24, 2010, 07:21:05 AM
4.10 Available now. When are you going to connect this mod with zuti ds?
Whenever they feel like doing that. :)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Jafa on December 24, 2010, 08:26:33 AM
Jafa,you heaven't seen anything yet ;)...we already made this christmass edition absolete ;D

The sound mod im workin on at the moment has over run pops in it I wonder if there is any way to connect the two....ill bang out a vid a bit later ... lol  , just realised what I wrote.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dinosbacsi on December 24, 2010, 11:49:01 AM
But... what's happen if I have PAT_MOD too? The game crash? Or what?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Killer Ghost on December 24, 2010, 01:10:12 PM
ya it will crash or have realy bad buggs
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: atallboy on December 24, 2010, 04:20:40 PM
Dinosbacsi ,
since you're not running UP version you need also to install Bomb Bay Door Plus Mod in order to prevent Plutonium mod crash because BBD plus mod is included in UP by default and Plutonium mod is compatible with it , so you need BBD plus mod to be installed  :)

hehe , that Hungarian error message is cool looking :D ;D
hehe funny i have up version2.01 and it crashes. it asks for me to terminate program.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on December 24, 2010, 07:57:51 PM
Maybe you have the B-29 silverplate mod. ;)

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Spinnetti on December 24, 2010, 08:29:49 PM
190's are fixed ;)

http://www.sas1946.com/main/index.php/topic,3910.0.html

Yea! Thank you! Finally! Looks great, including the flames!
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: peluca on December 27, 2010, 07:58:46 AM
hi! how are you people?
i have some problems in the instalation of the mod...
i have the "AAA mod", so i have the "b29 silver plate" ; and the Mosquito mk bxvi....(there aren't compatible with this mod)
so, I removed from the "mods folder" and i put this mod.... but it still without working...
anyone have an idea..? :( :(

i think that the problem is the "mosquito mkiv" or the "mosquito updates", but i'm not sure....
please people i need your help ;)

greetings and have a nice day!

p.d:someone know where is the "Aircraft new start up engine flame effect"? I can't find it
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Whiskey_Sierra_972 on December 29, 2010, 08:21:08 AM
Dear mates!

I can't tell you how much I look farward to your update for 4.10....the game look too old!

Anyway I noticed something about effects:

1) a water splash is added (Towards the end of The black dead when the last 190 fall into the river is the more evident)

2) such amoebae that falls like snow!!!

(http://b.imagehost.org/t/0550/29_12_2010_13-28-31.jpg) (http://b.imagehost.org/view/0550/29_12_2010_13-28-31)

(http://b.imagehost.org/t/0401/29_12_2010_13-28-32.jpg) (http://b.imagehost.org/view/0401/29_12_2010_13-28-32)

3) Perhaps a torpedo deep dinamic that hide the trail at the start of the course because in Beau_Torp I don't notice the torpedo trail before the impact (I have noticed it in some test I make for Ashes ships but since I use 4x speed I miss to notice it immediately)

All the best!

walter
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on December 29, 2010, 09:23:27 AM

Hi walter_solito  :)
that used to be debris during ships torpedo and ships bombs explosions but that
was with older Plutonium mod version , I have noticed that such bigger chunks are highly
unrealistic to fall slow like a snow and while it was previously overlooked , it is fixed
for fast debris blast .
Now when torpedo hits the ship , you will notice very fast debris flying to all directions
as it should be .
No more this slow thingy  :D ;D
I see you have mixed Plutonium mod with socorrista's smoke textures and perhaps
didn't wanted to change for latest Plutonium mod version ? that seem to be likely the
case as to why you still have slow flying debris chunks  :)

S!  8)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on December 29, 2010, 10:34:48 AM
Something is strange in the pictures. ::)
I don't have that kind of green debris (I have parts) since  platinum version was released neither that 2d smoke.
So, I conclude you have a mix of effects mods and one of them has some stock effects. ;)

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Whiskey_Sierra_972 on December 29, 2010, 01:25:06 PM
Sorry mates to be many times misleading....my greatets apologize!!!

What I was reporting was my impression of 4.10 , the screenshoot are of the Kamikaze on my 4.10 modded with the installation of some Socorrista effect waiting for the Plutonium update!

I haven't see before that debis so I have thought about them as a something strange on 4.10!

Anyway at point 1 and 3 there is something of intresting.....

I'm sure that from such great effects maker brains can only born an insuperable masterpiece!!!

All the best!

walter
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on December 29, 2010, 03:11:28 PM
Oh , I thought that was the previous debris which was fixed  ;D nevermind since you
explained more details so we now know what's going on  :)
Sani is considering to make current Plutonium mod to be compatible with 4.10 but we still
have some additional work to do on effects so the 4.10 version will be likely a blast , eyes
popping out of socket shock stuff  :D ;D 8)

@ santobr ,
I will ask Sani latter on during progress to just adding big bomb necessary 4 or 5 .eff class
file entries so your mod can work and be compatible with those finally again after a long time
and delays  8)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on December 29, 2010, 08:00:13 PM
Wow! Very good news! :D
Thank you, friend.
I have some goodies to you too, hehe. ;D

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on December 31, 2010, 04:40:52 PM
Thank you all for your excellent support and help through the year and
we would like to wish you a very Happy New Year 2011  :)

(http://i888.photobucket.com/albums/ac90/HolyGrail_photos/ey.gif)

HG & Potenz & Wolfighter & Sani effects co.

..........(http://i888.photobucket.com/albums/ac90/HolyGrail_photos/ixEoryeretzCuGm-1.gif)...........
(http://i888.photobucket.com/albums/ac90/HolyGrail_photos/1836.gif)
.................(http://i888.photobucket.com/albums/ac90/HolyGrail_photos/LogoEffects.gif)...............
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on December 31, 2010, 10:36:30 PM
Happy new year, friends!!! :D ;D

santo.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Sani on January 03, 2011, 02:50:21 AM
New experiments :)

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: cgagan on January 03, 2011, 03:16:17 AM
Stunning!  ??? The return of the Plutonium pack to the game will bring back the smile to our faces! The present state of things at 410 is, well... abominable!!!!
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Whiskey_Sierra_972 on January 03, 2011, 03:48:54 AM
Amazing!

I'm without words!

All the best!

walter
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: CWMV on January 03, 2011, 03:53:49 AM
Wow I was just hoping for the blue flames effect for the 109's, but you went in and did the intermittent, throttle dependent, and engine temp variant smoke! Ausgezeichnet!
Will this be in a new update for 4.09, or going straight to 4.10?
Honestly this is one of the handful of mods that I'm waiting on to be 4.10 compatible before I make the move to it.
Good work!
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Eexhaton on January 03, 2011, 04:02:42 AM
Amazing! 8)

To which planes will this affect be applied? 109's only or also other inline engines, like on the Yaks, MiG's, Macchi's etc? :)

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Sani on January 03, 2011, 04:09:12 AM
These smoke and flame effects will be divided by engine family...inline V,inverted V and radial engines had some differences in manifestation of these effects...I'll try to appliy it to as many planes as I can.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Malone on January 03, 2011, 04:12:13 AM
woopee!! 2011 is gonna be a kickass year for IL2 modding, that's fer sure!!  ;D :D 8)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Eexhaton on January 03, 2011, 04:16:40 AM
These smoke and flame effects will be divided by engine family...inline V,inverted V and radial engines had some differences in manifestation of these effects...I'll try to appliy it to as many planes as I can.
Wow! :)

That's even more of an answer then I had expected ;)

By the way; I had poked HG with a few ideas, I wonder if he ever mentioned those and what is made of it. :p
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: StrykVladzimsky on January 03, 2011, 04:30:58 AM
Niice, Can't wait, guys!
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: X-Raptor on January 03, 2011, 04:46:39 AM
HG+SANI+POTENZ= The best trio for effect parade!Thank always for your good work!!
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: mad_pilot on January 03, 2011, 04:57:25 AM
That is awesome!!!
Too bad that i got error when trying to launch this mod  :-\
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: alessio on January 03, 2011, 05:27:40 AM
When will be ready the plutonium mod for 4.10 version?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on January 03, 2011, 07:50:40 AM
When HG&P&W&S update the first post! :D :D ;D ;D :P
Two weeks, be sure! :P

santobr. ;)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: wingflyr on January 03, 2011, 09:41:14 AM
When HG&P&W&S update the first post! :D :D ;D ;D :P
Two weeks, be sure! :P

santobr. ;)

2 weeks or 2 months, just knowing it going to to be updated is awesome, Thanks so much guys.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: thefruitbat on January 03, 2011, 09:52:49 AM
just out of curiosity, would the platinum version be compatible with 4.10, just to use until plutonium is ready, as the stock effects are hurting my eyes, lol

if so, does anyone still have a download for platinum, as i can't find it anywhere now,

cheers fruitbat
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: hguderian on January 03, 2011, 01:20:50 PM
Hi thefruitbat...I'm using the old Uranium version (without the two ashes files) and it work...surely better than original awful effects.
You find it some threads nearby.
Cheers
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: thefruitbat on January 03, 2011, 01:26:44 PM
Hi thefruitbat...I'm using the old Uranium version (without the two ashes files) and it work...surely better than original awful effects.
You find it some threads nearby.
Cheers

Hi hguderian, thats what i'm using at the moment, and while its 100% better than stock, i've noticed a few effects that don't work properly, which is to be expected without the class files.

I've read a few places that platinum works with 4.10, and can't remember if it had classfiles in it.

would just like to check it in 4.10 to see if it works any better with 4.10

yes i am impatient, lol. (must have eye candy in 4.10!)

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: hguderian on January 03, 2011, 01:32:23 PM
I know...without HG&P&S effects seem myself to be without legs ;=)))
As I remember it haven't classfiles.

ATM I haven't platinum cause it's in an old hd. I hope someone might post it temporarily
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Zappatime on January 03, 2011, 02:32:15 PM
Well I put the Plutonium Universal Max Effects V1 Mod in my MODS folder with the Class files in it removed, and it works well enough to replace the aweful default 4.10's 2d ribbon smoke stream, thank God, I'd forgotton how bad it looked, being spoiled for so long by HG&P&S effects mastery :)

I did wonder whether an earlier version would be better than butchering the latest version, but I'm happy with this for now, no odd smokes or anything, just mainly very short fires from wrecks and bombs, but bearable definitely bearable  ;)

Z
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Gerson on January 03, 2011, 03:32:37 PM
Sorry guys
How can I identifie a " class file" , so that I can remove it from the Uranium or Platinum Effects and see if it works with 4.10
Best regards
Gerson
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Malone on January 03, 2011, 10:51:46 PM
Gerson, classfiles are any of these type of files: 7D8FC8C46F810E3B.....so, any with this naming of numbers and letters.... ;)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on January 04, 2011, 03:09:54 AM
The old Platinum version doesn't have any class file, maybe it works well with 4.10m until release of new compatible and improved Plutonium version. :)

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Malone on January 04, 2011, 03:34:32 AM
yes, it does  ;)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: shardana on January 04, 2011, 04:20:23 AM
I know I shouldn't do this but..........Can I ask HG, P & W & S, to think about us people that want to keep their 4.09 modded games. so please could you do a 4.09 version of your improved platinum version??? thanks!!! shardana
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Zappatime on January 04, 2011, 05:34:00 AM
Hey, then I'll give that a go and see how it compares to my butchered Plutonium (sounds dangerous dun it!)
yes, it does  ;)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Gerson on January 04, 2011, 07:19:49 AM
Sorry Malone, but if I undestood well, the platinun version DOES contain classFiles, so it wont work on a 4.10 game?
Thanks again
Gerson
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: madcop on January 04, 2011, 07:40:49 AM
Sorry Malone, but if I undestood well, the platinun version DOES contain classFiles, so it wont work on a 4.10 game?
Thanks again
Gerson

Hello Gerson

I still have good old " -00_AAA_August_20_2009_Effects_Platinum_Special_Edition ".I just checked it and I may assure you that it doesn't contain any classFiles.
Here is the ReadMe , just in case.

This is new release with " Ultimate Full 3D Smokes & Fire Effects " mod with completely redesigned all smokes including contrail ,
and new " Additional Aircraft And Ground Effects "  mod with fixed small flak sparks bug and reduced plane fiery parts effects size
all combined in to one easy mod install.
High altitude contrail is now more suited for fighter planes formations and dogfights .
Large high altitude flying bombers formation is causing contrails flickering as the game engine can't handle that many contrails due
to just one B17 4 engine bomber requiring and using already 4 contrails .
Some planes have original game release contrails bug with shifted contrail , which there is nothing we can do about it .
Plane damage smokes were given design importance for prop planes rather than Jet planes due to only one effect file available which
is sharing damage smokes between prop planes and Jet planes , sadly .

------------------------------------------------------------------
Use only Effects=0 or Effecst=1setting in your conf.ini file
------------------------------------------------------------------
DO NOT USE effects=2 conf.ini file setting

DISABLE or REMOVE if you have installed any of these to avoid files and textures conflicts !!!! :

1. V2_Guncam_New_Fire_3D_Ultimate_Smokes mod or V2_2D_Contrails_Guncam_New_Fire_3D_Ultimate_Smokes mod by HG & P
2. New Additional Effects Mod V. 00 mod by HG & P ( 00_AircraftGroundAdditionalEffects_ATI_Nvidia_July10_2009 by HG & P )
3. Smoke Fire Fuel and Contrail mod by Th!rdeye
4. Fly's Smokes & Fire mod by Fly!
5. A pack of enhanced FireSmoke effects goodies in one install mod by HolyGrail
6. 3rdeye smokemod-mod by FlushMeister
7. Failure's engine smoke/fire mod
8. Improved Weapon Hit Debris mod by keinmann
9. Smoke mod by 2ch
10. 25km smoke visibility by sonko
11. Flusys Smoke Mod by FlushMeister
12. Ship and trainsmoke mod by rofl210
13. Effects all in one mod by making153
14. Failure's Bomb Explosions mod by Failure
15. No_debris mod by Fly!
16. New smoke Fx! (updated v.3) mod by Goblin
17. Failure's Supreme Effects Pack mod by Failure
18. Weapon Hit Effects Mod + Rocket Trail v1.3 *Update 7/27* mod by Th!rdeye
19. VAS_Bomb_Expl+ buildings in Fire v1.01mod by Stuka40
20. Mods by slipry ( except for tire screech if you want to keep it )
21. HitEffectMod_v1.2_Mvn mod by Maven
22. 3rdeye Weapon Hit effect mod by Th!rdeye
23. Lights / Smoke / Effects mod by Mr.Jolly
24. 20mm hit flash+30mm mod by GETTER
25. Explosions FLAKs and sounds edit v.5 mod by Buffy
26. Any other plane hit bullet flash effects mod you might have
27. Any other plane hit debris mod you might have
28. Any other bomb explosion effects mod you might have
29. Any previous version of Holygrail & Potenz additional aircraft ground effects mod you might have

Place this 00_AAA_August_20_2009_Effects_Platinum_Special_Edition  mod as the first one in to your game
main mods folder in order for game to read this mod first to prevent conflicts possibility
with any other mod that was forgotten to be disabled or removed .
This version of ships.ini file is a must install if you are using any previous version of ships.ini file
as this file is latest new corrected version by fabianfred .
Previous version caused some of the ships damage smokes bug resulting in cotton balls .

Optional:
Place technics.ini file in to your main mod directory " STD " folder " objects " subfolder
where is also static.ini like :
C:\Program Files\Ubisoft\IL-2 Sturmovik 1946\MODS\STD\com\maddox\il2\objects
in order to have new damage effect available also for static planes .
If you no longer want static planes damage effect , just delete " technics.ini " from the directory
where you placed this technics.ini file inside you STD folder and that's all.

Thank you and enjoy new aircraft damage smokes , fires and ground explosive visual effects experience !!

New version :
00_AAA_August_20_2009_Effects_Platinum_Special_Edition
with reduced Pacific Theater ships small flak effect GPU & CPU processing requirement by 80% for flawless playable FPS .

HolyGrail & Potenz

Hope this help.

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Malone on January 04, 2011, 08:03:01 AM
yes, the one i'm talking about doesn't contain any classfiles - but don't be scared to experiment.
you could literally try any version, just remove any classfiles and see how it goes. no harm in trying.... ;)
maybe you find a really cool combination that works well, then you can share that info with the rest of us.... 8)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Gerson on January 04, 2011, 09:16:45 AM
Hy Malone!
I deleted all the classfiles from Plutonium and tryed in 4.10, and did the same with the only classfile contained in Uranium
Tryed first plutonium and could see no improvement on the effects
The same happened with Uranium
I think the classfiles seems to be essencials for those effects to work
I dont have Platinun to give it a try
Can someone post a link to dl the platinun version
All the best
Gerson
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: kasaa09 on January 05, 2011, 07:50:18 PM
thanks ;D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Bee on January 06, 2011, 03:25:05 AM
Hi Gerson, I found a copy on my HD.  Hope it helps ;)

http://www.mediafire.com/?rmv7myaaqjecwqt
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Gerson on January 06, 2011, 04:24:57 AM
Hy Bee!
thanks for the link
All the best
Gerson
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Phoenix20 on January 07, 2011, 03:34:57 PM
Hi everyone,

Yesterday I installed IL-2 1946 for the first time. It's patched to 4.09m with Ultrapack 2.01 on top.

Everything is running smoothly, and I was using the Uranium Effects mod that's available through JSGME in the directory. I saw this new version earlier today, so I deactivated the Uranium one in JSGME and created a MODS folder in the root of the IL2 1946 folder and placed this one inside (as per instructions on first page).

However, the mod doesn't seem to be active. Having seen the videos on Youtube of exhaust flames etc. (very nice by the way!), I don't see anything of the sort.

Is there anything I can check, or is something wrong with the procedure I've followed?

I downloaded Version 1 of the mod shown below the wizard on page 1 (The Christmas update). The folder named '0_0_Plutonium_Universal_Max_Effects_V1' is 2.27MB in size.

Was it wrong to manually add a MODS folder? All the other mods I've activated through JSGME appear to work (e.g. new cockpits) so I'm not sure what to check.

My current list of active mods (not including the Uranium one which I recently deactivated in favour of this one) are shown below. Except for the last two cockpit mods, all the others are installed as part of UP2.01:

Ecran_Wide
Hakenkruz_Enabler
ZloyPetrushkO_AAAmod_fast
TougherBridges
TougherTrains
Atm_mod3.1Wind_Turb&Prop
Perfect_Map_Textures
RealisticBomb&TorpedoFusing
Cockpit_Spitfire
MiG15&17Cockpits (by Freddy)

Thanks for any advice you can give.

Cheers all!

Phoenix20
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: ccomtree on January 07, 2011, 09:58:04 PM
Visit to see everyone. :P
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Malone on January 08, 2011, 12:59:43 AM
Phoenix20, welcome... :)
it sounds like you've done everything correctly, so it should be working....
if you are referring to the blue exhaust flames, remember that this is currently only implemented for Merlin-powered aircraft types, and is most visible on the later Spitfire's....VIII, for example...remember, it's quite a subtle effect, so it'd be easier to see if you fly at dusk/night..

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Phoenix20 on January 08, 2011, 02:28:30 AM
Hi SAS-Malone, thanks for the welcome!  :)

Well, this is certainly strange. After having problems getting this working yesterday I decided to leave it until today and try again.

I've just launched IL2 and it's working!  ;D No idea why, nothing has changed since last night. Very odd...

I have to say the effects are first class! I love the little details like the bomb shockwave, and those exhaust flames are superb!

Cheers all!

Phoenix20
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Malone on January 08, 2011, 02:33:19 AM
glad to hear it...have fun with it!  8)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: darine9955 on January 10, 2011, 09:41:48 PM
;D ;D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dinosbacsi on January 11, 2011, 12:03:57 PM
It says it's not compatible with the B29_Silver_Plate mod. But, it's not compatible with the plane, or with the effect whats come with the plane?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Strike on January 11, 2011, 05:17:48 PM
I'm gonna go ballistic once this gets to 4.10 :) I've been a hardcore HG&P now also Wolfighter fan! Gotta say, you guys really brought all my realism needs to a full gratifying relief and aboslutely made IL-2 a better simulator. Because your effects, new features and whatnot help simulate real-life within the limitations of the IL-2 game engine ;) So far, one of the most impressive things that you've added (new features you have introduced) is actually the Landing Gear failure mod. I can't get over how cool that is. And that you integrated it so well that it behaves like drag and has random failures :) I am a happy IL-2 simmer, and much of that happiness is owed to you!

That's just my thanks for your contribution :)

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: CWMV on January 11, 2011, 05:36:22 PM
Wait a minute I didn't know this included the landing hear damage mod, the one where if the gear are hit by gunfire they drop? I have this mod activated seperatly. Is it also in this pack?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: monolower on January 11, 2011, 11:27:20 PM
I'd like you show detail.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Strike on January 12, 2011, 02:43:29 AM
Wait a minute I didn't know this included the landing hear damage mod, the one where if the gear are hit by gunfire they drop? I have this mod activated seperatly. Is it also in this pack?

You are right, I just didn't want to waste valuable forum space by thanking the team in both threads :)

The mods are seperate, but have the same authors. I believe the landing gear mod will be included in the future, perhaps as an own folder you can put a "-" infront of if you don't like :)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: vivs_bigminh on January 12, 2011, 09:39:40 AM
Gerson, classfiles are any of these type of files: 7D8FC8C46F810E3B.....so, any with this naming of numbers and letters.... ;)

Malone,
This is a problem that I see, the crashs occur in 30%, 70%, 95% and 100% loading
when I use 00_Plutonium_Universal_Max_Effects_V1. Everything becomes fine when I remove the calssfile.
Thank you very much
Sorry, my English is bad, hope you can understand
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dinosbacsi on January 12, 2011, 12:58:13 PM
I understood you ;D
And a question. The fast thorttle shutdown engine response effects is not relased yet, right? =D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: vivs_bigminh on January 12, 2011, 09:13:54 PM
I understood you ;D
And a question. The fast thorttle shutdown engine response effects is not relased yet, right? =D
No, the game crashes and does not fly
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dinosbacsi on January 13, 2011, 07:32:10 AM
What? o.O
I'm talking about the fast thorttle shotdown response effects:
It'll be the part of the pack. I asked about it.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Helrza on January 25, 2011, 01:34:02 AM
Holla guys, in regards to the class files in the plutonium pack not working with 4.10, i did a little pokin around last night (was bored) and played around with the class files and found only one of them is causing the crash. if u remove file: B27261D242F3990A you should still be able to use the rest of the class files in the plutonium pack... well, in saying that, it is working for me. Only thing ive found thou is that there is no black smoke..... doh!
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: flightdok74 on January 25, 2011, 11:21:18 AM
Yes Helrza, you are right, it now works in 4.10, thanks for the heads up on this.....flightdok.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: flightdok74 on January 25, 2011, 04:09:11 PM
Ok Helrza, after playing some single off line missions in 4.10, the game locked up and crashed.  Seems to work ok in QMB. only?...need to do some more tinkering with it....lol...
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Helrza on January 26, 2011, 01:11:12 AM
been using it for making tracks this morning, also online. hasnt crashed, nothing, even suprising, the black smoke works. but as i said b4 in my initial post, it worked for me, so if it helps some, all good, but sorry to those who it dont work for ;)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: DD_BadAim on January 26, 2011, 03:11:44 PM
I've been getting crashes online. Really nassssty ones where I have a hard time getting IL2 to shut down. I think I'll wait for a proper solution from the HG&P&W boyz.
Edit: Ooops, forgot about S.  :P
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dinosbacsi on January 27, 2011, 11:46:26 AM
Any news about a 4.10 compatible version? =D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Malone on January 27, 2011, 02:02:46 PM
if there is news, it will be posted...you should know this by now, Dinos....so please stop asking questions repeatedly.  ;)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: swinggirl11 on January 27, 2011, 07:28:57 PM
:-* :-* :-*
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Strike on January 30, 2011, 07:37:30 AM
if there is news, it will be posted...you should know this by now, Dinos....so please stop asking questions repeatedly.  ;)

+1

I've always learned that those who wait for something good, never wait in vein.

Keep up the good work, I'm not going anywhere and I get the feeling Dino isn't either (glued to sas forums on his monitor ;) ) So we'll know when there's news :) I can live with Uranium effects as they beat the heck out of stock version.. I remember the glory days of HG&P mods with "Intermittent fire" and stuff :) was sweet. Now it's just getting better and better. And Dino, HG has promised that 2011 is going to be a very generous year  ;)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Whiskey_Sierra_972 on January 30, 2011, 07:46:20 AM
intermittent fire effects....

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Strike on January 30, 2011, 09:07:17 AM
intermittent fire effects....

Go play all day with your zippo for all I care  ;)

Here's the one

I think the more violent blaze is more realistic though... the intermittent-ness is too violent for realism though (on-off like a light switch) with no soft flickering... I think that is why they went away from that design, also that it was perfectly synced with all other fires so it looked weird. Also at the time they didn't do classfile editing so the blaze effect looked the same either if you were going 400km/h or standing still burning on the ground. Which looks odd.. unless you're in a storm :p
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: KG3_V on February 05, 2011, 03:24:23 AM
I have installed this mod today, and I see the exhaust flames if engine is started
but no flames during flight, also not at night, tested it with P51 D and early Spitfire

is the flames during flight from the exhaust not in this mod ?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Killer Ghost on February 05, 2011, 07:47:10 AM
its in there, just have power about 87% or higher. It increases visibility  as the power % gets higher.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: KG3_V on February 05, 2011, 09:01:56 AM
I have tested it with P51D and several merlin planes with over 100 % and see nothing, not at day or night
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: CWMV on February 05, 2011, 10:53:43 AM
If your installing it correctly, but its not working as it should, then maybe the download was bad.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: KG3_V on February 05, 2011, 02:50:46 PM
dl-link on the first site is the correct one ??
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: CWMV on February 05, 2011, 03:04:33 PM
yes, but sometimes the download can be flawed.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: KG3_V on February 05, 2011, 03:14:39 PM
tested it again, it works on some late merlin spits

but no inflight effect for early spits,hurris,and all P51s
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on February 22, 2011, 07:54:52 AM
tested it again, it works on some late merlin spits

but no inflight effect for early spits,hurris,and all P51s

Hi KG3_V ,
just make sure you're not running landing gear damage mod as it is
conflicting with this latest version of Plutonium mod due to some
of the aircraft class files used for motor effects editing .
Sani did classes editing for landing gear mod to be compatible with
Plutonium mod but I just have not throughly tried and tested how it
works now with latest Plutonium mod .
We're talking both mods 4.09 versions only thus far , unfortunately .

Cheers ,
S! HG  :)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: KG3_V on February 23, 2011, 04:01:43 AM
Ahh ok
I use the landing gear damage mod, this maybe is the problem

hope you guess managed it that both mods work well together in the future and keep on 4.09 ;)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: shardana on February 24, 2011, 06:54:44 AM
Actually I'm using both and I don't see any difference. what should be missing? I have Sani fix mod though. probably this helped? ciao
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on February 24, 2011, 07:43:46 AM
In my case if the latest version of Plutonium effects mod is used which have the new engine start up flame and also Landing gear damage mod 1.3 is used , the start up flame will not show up until landing gear damage mod is disabled even if Plutonium mod is loaded first .
When Sani was working on motor effects he did send me edited classes for landing gear mod compatibility with Plutonium effects mod but I have not tested that yet .
I don't know did Sani released somewhere that fix ?  :o
I am finally getting back in to this after small break to have one last release and will test the classes today if the new start up flame is working together with landing gear damage mod fixed classes .

Working on it....... :D

S! HG

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: shardana on February 24, 2011, 08:19:07 AM
Hi HG...... Both work for me!!!!!! and together!!! jes I think you should try the fix!
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on February 24, 2011, 08:31:39 AM
Oh , you see these start up overprimed motor flames as they're shown in this
video when landing gear damage mod 1.3 is enabled ?

If yes , then I have something fuked up in my install because when I use both
mods enabled ? then I don't see the motor new start up flames  ::)  :D ;D

S! HG
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: CWMV on February 24, 2011, 08:36:57 AM
Ummm, I think I did too. I mean I've been using the landing gear damage mod since it came out, and I only recently disabled plutonium because of the FPS drag. I always had the fiery starts on spits. Ill check it again later.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: shardana on February 24, 2011, 09:27:07 AM
Ok I'm just starting the game again and make sure i saw the right stuff, i'll report immediately.....
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: shardana on February 24, 2011, 10:02:17 AM
Well, it seems i was mistaken.... i'm not getting that effect when throttleing down... sorry mates for wasting your time. hope for a real fix soon.... :-(
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: KG3_V on February 24, 2011, 11:16:45 AM
For me they work bot only on late merlin spits, not on mustangs

start up flame and inflight flame over 87%
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on February 24, 2011, 11:32:44 AM
No shardana , that video I posted was example for start up flame reference to see if you have it , not the throttle down effect , throttle down effect was not yet released  :D ;D
I was talking about motor start up flame , you know when the propeller is slowly spinning during start up  8)

S! HG  :)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: shardana on February 24, 2011, 01:55:33 PM
Well in that case I've got it!!!! you bet i get flames at start up!! so what about this other effect? the throttle down one i mean... is it part of a next release?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod [4.09]
Post by: SAS~HolyGrail on February 24, 2011, 02:08:01 PM
;D excellent !

yes , throttle down effect is planned in the next release but there are some hooks issues which
needs to be resolved first and there is a chance it still might be a no go but fingers crossed  8)

S! HG
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: shardana on February 24, 2011, 02:49:37 PM
take your time.... as i say to my students "best things come to those who wait"!!!
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on February 24, 2011, 03:20:00 PM
I have to first hunt down Sani  ;D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Eexhaton on February 25, 2011, 02:27:37 AM
2 weeks, be sure ;)

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: CWMV on February 25, 2011, 03:21:17 AM
I have to first hunt down Sani  ;D
Nasty rumor going around that hes out of the modding game...
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: (-battlemaster-) on February 25, 2011, 04:47:27 AM
hey all.

I have my game modded for a jear now.
but I can't find the bombay doors + on the site.
can annyboddy give me the link?

sorry for my Enlish.
regards all.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dinosbacsi on February 25, 2011, 05:41:40 AM
Go to the http://allaircraftsimulations.com/forum/
You can find it here ;D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: (-battlemaster-) on February 26, 2011, 07:03:03 AM
I can't find it.
anny one that knows were it is more precisely.

anny way thank you.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on February 26, 2011, 07:27:41 AM
00_BombBayDoors_Plus.zip

http://www.mediafire.com/?q2vz72532k8v53g

S! HG
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: (-battlemaster-) on February 26, 2011, 08:36:55 AM
'link isn't working mate thanks for the efford, please a working link I am despared.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on February 26, 2011, 09:39:14 AM
Just tried 5 seconds ago with Internet Explorer and also Mozilla ,
in each case it worked like a charm with Mediafire ???
I don't know why it's not working on your end  :(
PS: This mod is included in UP by default so you don't need it if you're running UP install  :D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: (-battlemaster-) on February 27, 2011, 03:15:50 AM
It does work now, you'r a life saver mate.
regards all.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Verhängnis on March 01, 2011, 04:52:22 AM
When can we expect this compatible with 4.101? , I simply can't live without it.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Eexhaton on March 01, 2011, 05:00:50 AM
2 weeks ;)

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on March 01, 2011, 06:42:41 AM
" be shure "

S! Oleg  8)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: DD_BadAim on March 02, 2011, 05:34:39 PM
You are such a tease, Grail! Waiting patiently, for now. :P
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Verhängnis on March 02, 2011, 08:19:02 PM
Excellent news, many thanks! Keep the great work up~ 8)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on March 10, 2011, 08:19:03 PM
BOT? ::)

santo.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Malone on March 11, 2011, 06:48:13 AM
yeah, i sent it on it's way....
for some reason, there's a spambot that is always posting in this same thread first, every coupla weeks or so... :P
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Strike on March 11, 2011, 07:26:00 AM
(http://farm1.static.flickr.com/45/188271258_e320ea72c6.jpg?v=0)

Bump-bot..... *kkzzzt...* must... bump... *bzzzzzztt*
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: slipper on March 16, 2011, 11:03:02 AM
Holygrail,

I would like to ask you a favour please

I was wondering if or when you update your effects package for 4.101, or even the new UP when it comes out. If you may somehow be able to provide a building fire effect, that does not affect fps much, and looks good at night please?
The reason i ask is that following a discussion here

http://www.sas1946.com/main/index.php/topic,14516.0.html

for the release of sputnikshocks nightfighting map.  a solution is needed to represent a bombed out/burning city at night. At the moment with a lot of buildings on fire it is a big frame rate killer, although the effects are amazing.

If a simpler effect could be produced, that looked ok and allowed a large area of fire to be simulated, that would be absolutley brilliant. Maybe the effects file could just be swapped in or out into your package as needed?

I know nothing about the complexities of producing this effect or if it is even possible, but figure if anyone can do it you can  :)

Do you think it may be possible?

regards and thanks for a great mod

slipper  :)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on March 16, 2011, 02:50:31 PM
Hi slipper  :)

I know what you mean , yes , a lot of houses on fire can be demanding on the system and there is one easy trick which can be used yet still looking great and simulating house fires .
Fluid fire as it is right now in Plutonium mod is looking great but any further reduction in fluid flames appearance will start looking pretty bad and the only way to reduce system demand on this kind of fire is to completely replacing current house fluid fire for previous Uranium mod design which used fire glow .
Fire glow is perfectly acceptable visually and it looks excellent from especially higher altitude as there are videos on YouTube of that Uranium fire glow effect of cities burning plus it don't need much resources at all in order to appear in bigger masses without FPS hit  8)
Basically we can keep all other fluid fires as they are currently in Plutonium mod for cars , trucks , tanks , bushes etc..... while replacing only house fire with fire glow .
A win win situation for any FPS concern regarding any bigger massive cities destruction while having house fire glow effect simulating burning cities  :)
I was thinking about it quite a while ago but we were not sure if that would go well with IL-2 community .

Here is the video how the cities will look using back Uranium fire glow effect for houses only :

PS: Me and Sani are trying to finish this 4.09 version with aircrafts new motor effects and then it can be converted to 4.101 as soon as possible  :)
UP will have also new effects .

S! HG
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: CWMV on March 16, 2011, 03:06:00 PM
That would still require the target area to be populated though wouldn't it? I think the best solution for the NJ maps would be a bomb that just burns when it hits the ground, that way there is no need to populate the maps.
Perhaps attach a similar effect to incendiary loads so that they just burn like that when they hit the ground?
HG, I remember you explaining that IL2 has a huge problem with all the particles these effects spawn, is there any way to remove the smoke from these fires? Wouldnt that also help with frame rates?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on March 16, 2011, 03:14:29 PM

I thought that map will be polulated with some houses or not ? if yes those will burn after bombing by using fire glow which is not requiring a lot of resources since yes , this game engine can't handle much so we need to do some balancing to have it all and still looking great and without FPS hit :D
Houses will be likely using only fire glow effect without smoke as the smoke will cover fire glow making it almost impossible to be seen from higher altitude so there would be no smoke or very light transparent smoke veeeery slowly bubbling not taking any necessary resources  ;D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: CWMV on March 16, 2011, 03:16:53 PM
No unless I missed an update its unpopulated. I know there was talk about lightly populating it.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on March 16, 2011, 03:29:32 PM
Hehe , now I am lost  ;D

Quote
for the release of sputnikshocks nightfighting map.  a solution is needed to represent a bombed out/burning city at night. At the moment with a lot of buildings on fire it is a big frame rate killer, although the effects are amazing.

So are there houses or not on this new map regarding bombing and house fires ? or should there be
some kind of effect which will be only simulating fires on the ground without damaged objects ?
There don't have to be a lot of houses in order to have a nice simulation of burning cities without FPS hit by using fire glow effect .

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: CWMV on March 16, 2011, 03:43:22 PM
Hehe , now I am lost  ;D

Quote
for the release of sputnikshocks nightfighting map.  a solution is needed to represent a bombed out/burning city at night. At the moment with a lot of buildings on fire it is a big frame rate killer, although the effects are amazing.

So are there houses or not on this new map regarding bombing and house fires ? or should there be
some kind of effect which will be only simulating fires on the ground without damaged objects ?

There don't have to be a lot of houses in order to have a nice simulation of burning cities without FPS hit by using fire glow effect .
BINGO! :D
I think that would be ideal.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: slipper on March 16, 2011, 04:01:50 PM
HolyGrail,

Thanks for the reply mate, the video looks amazing, just what i was imagining. My apologies the map is not populated at the moment, my earlier post i was refering to buildings in general on any map.

I believe though that the only reason Sputnikshock is not populating the map, is because of fps issues due to fire effects.

I will post over at his mapmaking post to make him aware of what you are capable of doing, i cannot speak for him but it may change his mind as to populating the map.
sorry for the confusion

regards

slipper

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Verhängnis on March 16, 2011, 07:47:04 PM
Hehe , now I am lost  ;D

Quote
for the release of sputnikshocks nightfighting map.  a solution is needed to represent a bombed out/burning city at night. At the moment with a lot of buildings on fire it is a big frame rate killer, although the effects are amazing.

So are there houses or not on this new map regarding bombing and house fires ? or should there be
some kind of effect which will be only simulating fires on the ground without damaged objects ?

There don't have to be a lot of houses in order to have a nice simulation of burning cities without FPS hit by using fire glow effect .
BINGO! :D
I think that would be ideal.

There are stock campfire objects that have a flame animation under 'stationary objects' I think.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on March 16, 2011, 10:38:38 PM
You guys could try to increase the destruction level of the city in FMB. :)

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on March 16, 2011, 11:22:16 PM
There are stock campfire objects that have a flame animation under 'stationary objects' I think.

I got to run to work , just wanted to say that campfire is animated effect ,
all fires flames will be moving and licking exactly the same , I don't know if it would look OK .
We've had previously used animated fire for ground objects quite a while ago but all flames
moving the same was not exactly what we were looking for but it still can be also used if
requested.  :)
It thou needs to process a lot more textures just for one fire to create animated effect .

S!  :D

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: slipper on March 17, 2011, 05:26:08 AM
HolyGrail,

Personally i prefer your fire effects option as shown in the video.

from CWMV
Quote
the best solution for the NJ maps would be a bomb that just burns when it hits the ground, that way there is no need to populate the maps.
Perhaps attach a similar effect to incendiary loads so that they just burn like that when they hit the ground?

If you do this, then it will not really matter where you drop bombs, as you will get a fire effect. Wether it is in a city or countryside, to me this negates the purpose of accurate bombing.
Also a few problems that may occur are, all fires will be in straight lines corresponding to the 'stick' of bombs dropped which will not look very realistic, also if you say have 100 bombers then all thier bombloads will result in fires. Would this not be worse than having fires only on destroyed buildings?

At the moment or as in the video the majority of bombloads would either miss or bomb an already bombed out building therefore the only fire effect would be buildings destroyed all other bombloads would not count towards the fire effect.

For me HolyGrails improved building fire holds the best solution. Even if the map was not populated, a few buildings could be added in FMB to give a target. Remember that only German towns and Cities would need to be populated in this instance as Bomber Command would not have targeted occupied countries generally (except leading up to D-Day) or maybe also British towns if you wanted to simulate Luftwaffe raids aswell.

Maybe the best solution would be Holygrails new effects with a new very low poly generic building type suitable for night missions.

just a few thoughts

regards all

slipper
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on March 17, 2011, 10:22:18 AM
If that new upcoming nightfighters map have placed buildings on here and there basis and we using fire glow effect it would be all running like a charm while giving a pretty good visual immersion where the bomb will hit the building or exploding close enough for house to be destoyed and fire glow effect showing up .
Fire glow will start slowly from less visible to more visible over period of time like it can be seen in that video like the fire rage is increasing with houses burning .
Also we can kill that effect after specific time like 15 minutes or so by editing .eff file entries to save resources .
In youtube video I was using Canon's older Channel map and there are some pretty dense spots with one house next to another , never had problem with it .
Currently there is a bit delayed work continuing on finishing motor effects which will be a must have for especially nightfighters to give to these used aircrafts the best visual effect immersion .
It's now all about how much additional time it will take to get it done so the new version can be released and then converted to 4.101  :)

I hope it will not be " two weeks ! be shure " phrase  ;D

Cheers,
S! HG
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: slipper on March 17, 2011, 03:09:30 PM
HolyGrail,

Thanks for reply, I really like the way your fire effect develops with time, looks much more immersive than a building just bursting into flames. Personally i would rather the fire stays for a long time. Is it possible that different buildings have different lengths of fire effect? Or do they all have the same time associated with them?

regards

slipper
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on March 17, 2011, 04:27:05 PM
Hi slipper  :)
one setting for all buildings but fire glow effect can stay for infinite time , if there will be any
problem with a realy huge numbers of buildings on fire beginning to eat too much resources
we can always give it some specific time  :D 8)

Cheers,
S! HG
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: slipper on March 17, 2011, 05:21:19 PM
HolyGrail,

Thanks mate for the quick reply, one last question honest  :)

Is it possible to make the new fire effect larger. So that if a few buildings are hit in close proximity they gradually grow into one big fire, rather than a series of small fires?

I think what is missing from fires at night is some sort of dynamic lighting effect, similar to what happens when a bomb explosion takes place at night and you get that initial glow of the explosion. The fires just do not appear to give off any light if you now what i mean.

I should imagine that would be quite a frame rate killer though, if possible at all ?

regards mate

slipper
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sputnikshock on March 19, 2011, 10:50:20 AM
Great news about the fire effects. Thanks for looking into this issue. Just posted an update on the nightfighting map situation here:
http://www.sas1946.com/main/index.php/topic,14516.12.html (http://www.sas1946.com/main/index.php/topic,14516.12.html)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Eexhaton on March 20, 2011, 07:27:05 AM
HolyGrail,

Thanks mate for the quick reply, one last question honest  :)

Is it possible to make the new fire effect larger. So that if a few buildings are hit in close proximity they gradually grow into one big fire, rather than a series of small fires?

I think what is missing from fires at night is some sort of dynamic lighting effect, similar to what happens when a bomb explosion takes place at night and you get that initial glow of the explosion. The fires just do not appear to give off any light if you now what i mean.

I should imagine that would be quite a frame rate killer though, if possible at all ?

regards mate

slipper

That is the same discussion I'd like to have for flakbursts too, explosions with dynamic lighting.
I recall that it was brought up once, somewhere on these boards, but lost track of it, sadly.

Still hoping to see some modder take it up some day :)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: RooMan296 on March 20, 2011, 01:54:28 PM
Dynamic lighting and flak bursts...YES! I've thought that many times.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Zerocool on March 21, 2011, 04:40:08 AM
Hello all and nice too see you,

Im new to you community forum and i want to say how amazed i am by the work that some people have done. As a former moder i know how much time consuming is and painful to get a mod done and work but at the end you know always you get rewarded by others for your work. You actually brought the game to a other way of gaming and feeling. My grats then and gratitude for your work.

Now lets get to the point, im having some issues with Plutonium Mod, dont know if it is the right spot tot mention it, so i thought ill post here.

I have made a clean install of the game and patched to 409m. Grail is saying that this mod was tested on UP 2.01 also. So i went to their page i read a lot of stuff about it, i liked it and i d/w it . UPs page saying that the this ModPack is to be work with 4.09m patch. So i apply the ModPack, i created the MODS folder and put inside the Plutonium mod. Now when i start game it loads to 100% and close to desktop without errors. After reading at UPs page i saw that UP DOESN'T need the MODS folder to work. You must deactivate the folder. So i did, -MODS on folder and rerun the game which it loads normally.

So my question is this, how is gonna work the MOD if the folder is deactivated ?!! Im getting something wrong ? or i didn't got it well from the begging ?

I also tried the other solution, i deleted the game folder, i put back the clean install from backup, i patched to 4.101m, i copied back the ModAct patch 4.101m and i put the MOD back into the folder. Again crash, so i read here that the MOD needs the Bomb_Bay Plus to work, which is intergrade into UPs install. I made a search on google but nowhere can find the mod to d/w it and add it into MODS folder.

So here i am again in the begging stuck and dont know what to do.

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Zerocool on March 22, 2011, 09:09:58 AM
After 2 days of testing the problem solved. Pretty weird for the actually problem. I found at the end that my media (the IL2 DVD Disc) had the problem.  :( I made the whole procedure with a second game disc everything run smoother. I didn't expect that something was corrupted after installation and affected the MODS so much. Now with my friends disc clean install all in position and run fine.  :D  :D

But basically im sad that no one care to ask something  :(, just of curiosity mon. Anyway thats all. :-X

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on March 23, 2011, 12:59:37 PM
Hi Zerocool and welcome to the SAS IL-2 madness  8)
I am so sorry for being gone for a few days so please let me apologize to you  :-[
We care a lot here at SAS , I was just out of order due to real-life work commitments .
I have to say thou that would have been a tough one for me to make any suggestion
to help you as to why you've been experiencing game closing to desktop while
running UP 2.01 with Plutonium mod .
It's wonderful to see a happy ending and that you've found a fix .
I would never guess anything about DVD disk problem  :D
Happy flying and have fun !!

S! HG  8)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: fabianfred on March 23, 2011, 04:44:03 PM
Hi there.... I am like others who are eagerly awaiting your full mod to work with the 4.101.
In the meantime I contacted CY6 when i saw what he was able to do with his triggers. His Command and control mod can enable the spotter to set-off smoke. I asked him if he could produce a trigger action for large smoke or fires to be started by a trigger action such as the destruction by bombs of a certain object, and then burn or smoke for the remainder of the mission. This because even your great effects the smoke dies down more quickly than IRL so it would be nice for the mission builder to be able to have certain things in a mission which would give loads of smoke but not from mission start but after being triggered.
Unfortunately now CY6 has retired. Are you able to do anything like this?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on March 24, 2011, 07:14:42 AM
Hello fabianfred  8)
how's it going' ? haven't talking to you in a while  :)
Excellent ideas but currently lack of time to do it all , it's also too often done by trial and error and
it needs a lot of imagination from Java class files editing guys as to how to make it actually work
in-game and also without possibility of causing some other issues as result of such new edit and new
effects implemented code .
Aircrafts motor effects finishing is the #1 priority and I am depending on Sani's class files editing
otherwise the whole masterpiece that Sani started working on a while ago can't be released .
It's not far from finishing but it still need some tender loving care to get it done to the point of release
and we're still talking 4.09 version and then editing new motor effects to 4.101  :D
I don't do mods all by myself , it's a team work and all those guys like Wolfighter , Potenz or lately
Sani with the new motor effects contributed to what we have today including Aed from Aviaskins forum .
I am not Java class files guy and unless someone else ( Java work ) will try and work on such effects
this is what we have and what is available right now .

Motor effects that Sani coded in to class files are a thousand light years ahead of the upcoming CoD
new release with a lot of fantastic looking visual details  8)
I realy hope everyone can enjoy soon these new stunning looking effects .
Hold on.....

S! HG

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Zerocool on March 24, 2011, 05:00:30 PM
Hey Grail, thanks for the response  ;D

I want to say also sorry from my side, you know sometimes people gets inpatient  ;), but i was sad about my '46 Disc. I checked it also to my friends pc, the one who gave  me his disc, and we run some tests there and we had the same problems. So it was double checked that the disc was defective. But now that is history cause i send it for replacement and waiting my new disc. Anyway thank you again and Lots of grats to you and the people for their effort about the freaking awesome mods  :P ;D

Cheers Zero
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: care1912 on March 28, 2011, 10:05:07 PM
Thank you.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: denki75 on March 30, 2011, 02:51:30 AM
Thank you.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: just on April 05, 2011, 11:54:05 PM
I couldn't get used to playing 4.101 with stock effects so i just deleted the class files in the plutonium folder and then put it in the mods folder....expecting it to not load or crash. But it worked! With a surprising number of effects intact too. I now have plutonium smoke, explosions, shock waves, hit effects, flak... not sure if the fire works too but it think it does. gee that was easy.  :P has everyone been doing this all along doing this?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dinosbacsi on April 06, 2011, 04:55:43 AM
So, by deleting the classfiles, it works? o.O
Hell yeah, I going to try it! =D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Verhängnis on April 06, 2011, 07:42:16 AM
So, by deleting the classfiles, it works? o.O
Hell yeah, I going to try it! =D

Thats because I am sure that the classfiles are only used for creating new effects, so that is why not all of them will work, only the original ones that were changed as just mentioned above.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Eexhaton on April 06, 2011, 08:44:16 AM
So, by deleting the classfiles, it works? o.O
Hell yeah, I going to try it! =D
No..

You're just disabling any conflicts with classfiles..
That kinda makes things work, but not the way it should..

Like pulling parts out of your computer motherboard until it stops working but in this case; the other way around.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: flightdok74 on April 06, 2011, 12:32:07 PM
Any chance of getting this wonderful mod. version for v.4.10.01?......
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dinosbacsi on April 06, 2011, 12:40:50 PM
As far as I know, they are working on it =D
But, as the others said, by removing the classfiles it works. =D Not every effect will appear, but the most of them wil (like the fire, smoke, etc.) :D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: flightdok74 on April 06, 2011, 03:19:58 PM
Sorry for my simple mind, but is that the columns of different numbers?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dinosbacsi on April 06, 2011, 03:59:53 PM
Yep, classfils is those weird files with that weird names =D
Example: 042D0DF0308EEEE4
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: callofduty on April 07, 2011, 01:15:34 AM
Help please, this is SERIOUS, I start the game using the mod w/o bomb bay door mod and it crash like others, but then I decided to remove the mod and play IL-2 as usual, the screen show up with desktop mouse icon( instead of the game mouse icon), once I start a mission, i can't exit...many many thing wrong thing with the game. I don't know how, or the mod itself have modified the conf.ini or what????? :( :( :(
_using SAS mod act 2.3beta
_no UP
_Il-2 1946 v4.09m
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dinosbacsi on April 07, 2011, 03:46:03 AM
Why doesn't you install the Bomb Bay Doors mod? If you saw in the comments it make crash without BBD, then why doesn't you installed it before?

Now I can say, install the BBD, and try to install this again =D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SkyDrive1 on April 07, 2011, 09:35:05 PM
:D :D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Whiskey_Sierra_972 on April 15, 2011, 09:16:38 AM
Hi mates!

About your development of the new effects for 4.101 can I ask you to take a look at this portion of the HSFX fix tread by the reply exchange from western0221 and me about the IJN CV stack smokes?

http://www.sas1946.com/main/index.php/topic,14774.msg161957.html#msg161957

I find his observation very useful to develope a dedicated and historical smoke effect!!!!

All the best!

walter
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Avala on April 16, 2011, 02:10:20 PM
Just to say that I'm using Uranium edition in 4.101 version, just deleted code files. It works.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: mandrill on April 16, 2011, 07:47:04 PM
Just to say that I'm using Uranium edition in 4.101 version, just deleted code files. It works.

Err,Avala.... for us stupid guys. Which are the code files and which are the files that should not be deleted?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Verhängnis on April 16, 2011, 08:16:26 PM
Just to say that I'm using Uranium edition in 4.101 version, just deleted code files. It works.

Err,Avala.... for us stupid guys. Which are the code files and which are the files that should not be deleted?

They are the files with all the random numbers and letters.

But if you delete these then you will also lose alot of the effects included in the pack, but atleast some will work.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Avala on April 17, 2011, 08:26:38 AM
Just to say that I'm using Uranium edition in 4.101 version, just deleted code files. It works.

Err,Avala.... for us stupid guys. Which are the code files and which are the files that should not be deleted?

Delete those that looks like "10BDHRKJAUBLABLA20NFJHF". There are less of them in the Uranium edition, so I'm using it for that reason. Less effects loss.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Cobra427so on April 22, 2011, 08:20:54 PM
Dino: "Why doesn't you install the Bomb Bay Doors mod?"

I'd love to, but where do I find it???   I've looked all over but can't locate it.  :(  Can anyone help me out with a link please?

Thanks,
Cobra427so
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dinosbacsi on April 23, 2011, 12:30:49 AM
You can dinf the BBD at AAS (All-Aircraft-Simulations) ^^
http://allaircraftsimulations.com/forum/viewtopic.php?f=18&t=10234
But it is also 4.09 only =D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Cobra427so on April 23, 2011, 01:33:27 AM
Ahhh RATS! Im in v4.101m... think there's a chance it might still work? Probably have to wait till the mods get updated, huh?

Thanks,
Cobra427so
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dinosbacsi on April 23, 2011, 01:56:18 AM
By deleting the classfiles, it works in 4.101 without BBD too. By deleting the classfiles, some of the special effects won't work, but the simple effects, like smokes, etc will ^^
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Cobra427so on April 23, 2011, 08:53:31 AM
Hmm, ok, worth a try - I'll tinker - which ones are the class files? And is it possible do remove some and not all - get lucky and keep some of the effects?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dinosbacsi on April 23, 2011, 10:22:00 AM
Classfiles are those weird named files, like "10BDHRKJAUBLABLA20NFJHF". =D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Cobra427so on April 23, 2011, 05:38:24 PM
Yeaaahhh... it figures.  :-[   Cr@p. I did try the Bomb Bay Doors and Plutonium Effects, you were right - no workie workie on 4.101m. Any one know which ones are the clashing ones? Maybe? If you were to remove a few at a time and retest, is it possible to find the culprit?

I really like the exhhaust flames - for some reason it looks so much more alive to me. Simple I know, but it's the little things that make me happy, LOL ;D

Regards,
Cobra427so
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Cobra427so on April 23, 2011, 10:00:00 PM
;D Thank you sir - that did the trick, it's working well now! I appreciate the help and all you creative Mod makers!

Regards,
Cobra427so
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Cobra427so on April 24, 2011, 01:48:43 PM
Well thank yo anyway!  ;D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Eexhaton on April 25, 2011, 06:20:12 AM
Just y'all remember that HG,P&W won't give any support to any trouble caused by the 4.09 version used in 4.10 with the classfiles ripped out.

You would'nt go driving in a car with the electronics yanked out, would you?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on April 27, 2011, 09:48:51 AM
Let's keep it cool !  8)

Removing of class files will result in effects bug like this one : (http://i888.photobucket.com/albums/ac90/HolyGrail_photos/d062.gif)

Yes , Eexhaton is just pointing out that the recent trend in removing of effects class files is
worrisome as they're necessary since the whole effects madness is build around those new
effects and without them some of the original effects will look completely different or not
exactly as they were configured via .eff files based on class files new entries which will be missing .
Let's hold on as the the new UP 3.0 will handle new effects and classes  :)

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: RooMan296 on April 27, 2011, 11:30:38 AM
Yes , Eexhaton is just pointing out that the recent trend in removing of effects class files is
worrisome as they're necessary since the whole effects madness is build around those new
effects and without them some of the original effects will look completely different or not
exactly as they were configured via .eff files based on class files new entries which will be missing .

Whew...say THAT ten times!
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on April 27, 2011, 11:35:33 AM
Nothing else to say x10  :D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: just on April 27, 2011, 05:13:30 PM
You wouldn't go driving a car with it's electronics ripped out would you?
That depends .... did I rip em out cause they were an immobilizer in a Ferrari that I wanted to steal and joy ride all over town eventually dumping it smoking and abused but undamaged on the other side of town? heheh just kidding :P
I do miss Eexhations 3d 20mm effect the most funnily enough. But I can't live without plutonium effects in Il2. And most of them work fine like this till ultrapack 3
Sorry if that is annoying to anyone. I really do appreciate these mods and all the work it must have taken to make them.

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: cartfather229 on May 04, 2011, 05:22:56 PM
Hey there! Looks like a good mod, I've changed my Config file but... When I start a mission, or even the intro, the game crashes, any pointers?

Thanks man
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dinosbacsi on May 05, 2011, 06:16:39 AM
Which version do you have? (4.09, 4.10?)
For simple 4.09, you need BombBayDoors mod, for 4.10, you have to delete the two classfiles called "72DCDDF4D2AD25E8", "B27261D242F3990A". ^^
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: StrykVladzimsky on May 05, 2011, 09:28:30 AM
So, does this work for 4.101 or not? Because I get a ctd...
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dinosbacsi on May 05, 2011, 10:18:58 AM
Yes, it works if you remove the two classfiles inside the mod called "72DCDDF4D2AD25E8" and "B27261D242F3990A" =D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: cartfather229 on May 05, 2011, 11:43:32 AM
Dino-- you've saved me twice now!  ;D Thanks a lot, this shall be a beautiful mod, along with Cinema FX also ;) Thanks man
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: cartfather229 on May 05, 2011, 06:16:08 PM
I removed classfiles, but it still effs up... just crashes if I try to start a mission or even wait for intro to play. Any help??
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Wildchild on May 05, 2011, 06:56:40 PM
Did you remove the correct files?  ??? also ps im going to try this out for 4.101 SAS 3.2 and i hope it will work...

and where can i find the BombBayDoors mod? and will it work for 4.101?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: StrykVladzimsky on May 07, 2011, 05:03:05 AM
Yes, it works if you remove the two classfiles inside the mod called "72DCDDF4D2AD25E8" and "B27261D242F3990A" =D

Oooh, will definitely check it out at home! Thanks!
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: AIRdomination on May 09, 2011, 08:47:08 PM
It's been a while since I've been here. Still has compatibility issues. Still patiently waiting. :)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Tom2 on May 11, 2011, 12:11:51 PM
Hello gents: With the above named modifications this mod worked with the last ModAct and did not work with HSFX5.01.
These: "remove the two classfiles inside the mod called "72DCDDF4D2AD25E8" and "B27261D242F3990A" =D"
Hope that helps..

Cheers
Tom
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Gerson on May 11, 2011, 08:00:48 PM
hi guys
I did not found a class file named"B27261D242F3990A" =D", only a file named
"B27261D242F3990A" without the"=D" at the end.
Is it the same file or there is this file "B27261D242F3990A" =D" and I did not found it?
Thanks
Gerson
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: warhawk on May 12, 2011, 01:36:17 AM
i deleted that one and works just fine for me (I allways look at the first four or file letters when deleting a classfile)  :P
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dinosbacsi on May 12, 2011, 06:18:31 AM
lol. The file oly called "B27261D242F3990A", the "=D" is just a grinning face what I put. The "=D" isn't in the filename, the classfile is only called "B27261D242F3990A".
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Gerson on May 12, 2011, 02:01:18 PM
Thanks for the reply
I deleted those files and dropped the plutonium folder inside my#SAS folder( SASmodact 3.02 IL2 4.101) game
Its working fine untill now
Ill keep you update if problems happens
Thanks
Gerson
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: StrykVladzimsky on May 15, 2011, 04:49:28 AM
Yes, it works if you remove the two classfiles inside the mod called "72DCDDF4D2AD25E8" and "B27261D242F3990A" =D

Oooh, will definitely check it out at home! Thanks!

And those files do what exactly?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Gerson on May 15, 2011, 07:16:52 AM
They are responsible for the good functioning of the effects
So, by removing them, the mod may become compatible, but some of the effects may not be showed as they were supposed to be
Bets regards
Gerson
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on May 15, 2011, 07:24:07 AM
B27261D242F3990A is crucial to:
different damage smokes configuration with additional smokes and interaction between each other for all planes including separated jet engine full power smoke from sharing the same effect with planes damage smokes , bomb bay door mod entries included .

72DCDDF4D2AD25E8 is crucial to:
fluid fires & smokes , additional extra fires and smokes for ground objects , sparks , shock waves , custom napalm , locomotive and vagon's damage fluid fires and smokes ....etc
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: StrykVladzimsky on May 15, 2011, 07:40:13 AM
Oh, I see. I wonder, a while ago I was playing Microsoft combat flight simulator and I seem to remember gas leaks being flammable if hit by tracers.. That isn't realistic, is it?

At any rate, it'd be awesome to see  in game if anyone thought the same..
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: slipper on May 20, 2011, 05:59:05 AM
Holygrail

Just checking in mate, could you please confirm wether you decided to include the fluid fires for buildings in your next update or not? Really hope you have i think they look excellent.

regards slipper
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: RooMan296 on May 20, 2011, 08:39:44 AM
Napalm! Gotta have the cool napalm effect!
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on May 20, 2011, 09:06:43 AM
It likely would be possible but it would take someone like Sani to get it done .
I am afraid current effects are already beyond what this game engine can handle
with effects crying out loud between each other ( particles sudden disappearing ) ;D.

@ RooMan296  :D ;D

@ slipper ,
HaDes will include various effects in to new UP once the class files code compatibility rewriting is done .
ZUTI is working on it but it takes additional time to make it all work with MDS feature since effects are
previous older 4.09 version .
We're now more like spectators waiting for the final fruits of ZUTI's MDS+effects merging coding madness  :D.
We will not continue on effects new editing since ZUTI's MDS is quite complex piece of hard work and
we don't want to make things even more complicated .

THX,
S! HG  8)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: TICI on May 22, 2011, 10:59:12 AM
Hi guys, I'm running HSFX 5.01 and when I try the Plutonium Universal Max effects everything works well except for when you drop bombs. When the bomb impact the ground the game freeze. The problem is with the file 72DCDDF4D2AD25E8 which is exactly the file I need because it makes the fires on the bldgs and vehicles last long. If I fire rockets it works and works for everything also. It is just that file. Any workaround this issue? I like the fire that keep burning.
Thanks,
TICI
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Malone on May 23, 2011, 07:12:14 AM
I like the fire that keep burning.

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: oho on May 27, 2011, 08:20:21 AM
I really like your mod. Is there a version which compatible with 4.10? Or what do I have to do to make it run?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: CWMV on May 27, 2011, 01:44:04 PM
Remove all the classifies and it'll work
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: TICI on May 27, 2011, 04:16:44 PM
If you remove the classifies you will lose effects. I found out experimenting that you need to remove for sure the file B27261D242F3990A otherwise the game freeze at loading of missions. Than I found out that if you are in a mission where you or someone else drop any type of bomb you need to remove also the file 72DCDDF4D2AD25E8 otherwise the game freeze when the bombs reach the ground but if you remove this file the flame doens't burn for long time like it should be. If you are in a mission where there is no drop of bombs you don't need to remove this second file and keep the flames all the time. To experiment try quick mission with a bomber and see for yourself with and without these files. We just need to work around the second file so that we can keep the fire  burning.
I run HSFX 5.01. Anyone with a solution?
TICI
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: CWMV on May 27, 2011, 06:29:06 PM
Many, if not most, work fine without the classfiles. I'm not missing any air to air effects after removing all of them. My fires, impacts, crashes and smokes on aircraft all look good again. As far as ground effects like the fires, well, ist mir egal!
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Username333 on May 27, 2011, 08:48:42 PM
I really need a link to the BBD mod. Cant find it here and google...well...my head hurts enough already.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: RooMan296 on May 27, 2011, 09:57:08 PM
With the classfiles removed, I'm not seeing the napalm "tendrils" effect at all so obviously removing the files does limit the mod.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: CWMV on May 27, 2011, 10:20:45 PM
Ok, but the air to air still works fine. like I said that's all that matters to me. Take it for what it is.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: TICI on May 28, 2011, 05:44:20 AM
I agree  that in the air to air combat it may works but the HSFX 5.01 has many effects that are as good as well . For me  the big difference in the Plutonium mod was the ground and fire effects which are lost with these files removed. So let just hope that soon we will have this beautiful mod repacked for 4.10 or for people with HSFX 5.01 if someone knows how to make the fires in bldgs and vehicles keep burning changing some parameters it would be appreciated . Now the fire stay only for 1-2 seconds.
TICI
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Wildchild on May 28, 2011, 10:42:28 AM
So is there going to be a 4.101 Plutonium version compatable with HSFX, SAS and UP?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Killer Ghost on June 07, 2011, 06:40:29 PM
that would be so nice. i miss the blue flames on my engine wit the spit and p-51.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Wildchild on June 07, 2011, 07:35:58 PM
me 2 :)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Ala13_Kokakolo on June 08, 2011, 04:52:57 AM
I have actually right now plutonium - landing gear damaged - ricochet mods working together in UP3.0 via #up# folder. They are fantastic. They should be together in one single mod or all three should be incorporated to Up3.0
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on June 08, 2011, 06:05:52 AM
Working?! Please, what do you mean with "working"? :o :D

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Killer Ghost on June 08, 2011, 09:50:17 AM
o now i see, a few post above me ;). thanks TICI
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Ala13_Kokakolo on June 08, 2011, 10:12:56 AM
I had the three mods from when I had the up2.01 and I place them inside 3.0 #up# folder. When I had them in 2.01 I remember I had to check for some conflict between plutonium and LGD mod, and disable some classfiles inside the plutonium. But for some reason now they work together flawlessly. I have actually upload this mods to a mediafire link so my mates in my squad can download and test them. Here they are:

http://www.mediafire.com/?tlklmrerxky9gk4

The folder called SMOKES is a fix for the objects rescap and sar from the developer to make this objects work correctly in UP3.0. If you want you can delete it.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Ala13_Kokakolo on June 08, 2011, 11:26:03 AM
I think I deleted those two before to make it compatible with up2.01. But the rest of the features, including the blue flames on the engines, is working. We will have a full working version soon, compatible with up3.0, in the meantime enjoy that.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: slipper on June 23, 2011, 04:10:25 AM
HolyGrail,

Would like to ask for you to consider a few things for your next update if possible.

I am a fan of nightfighting in I-l2, and anything that can make it more immersive, with this in mind i was wondering if you would please include your fluid fires effect, we talked about earlier.

Quote
Hi slipper  :)

I know what you mean , yes , a lot of houses on fire can be demanding on the system and there is one easy trick which can be used yet still looking great and simulating house fires .
Fluid fire as it is right now in Plutonium mod is looking great but any further reduction in fluid flames appearance will start looking pretty bad and the only way to reduce system demand on this kind of fire is to completely replacing current house fluid fire for previous Uranium mod design which used fire glow .
Fire glow is perfectly acceptable visually and it looks excellent from especially higher altitude as there are videos on YouTube of that Uranium fire glow effect of cities burning plus it don't need much resources at all in order to appear in bigger masses without FPS hit  8)
Basically we can keep all other fluid fires as they are currently in Plutonium mod for cars , trucks , tanks , bushes etc..... while replacing only house fire with fire glow .
A win win situation for any FPS concern regarding any bigger massive cities destruction while having house fire glow effect simulating burning cities  :)
I was thinking about it quite a while ago but we were not sure if that would go well with IL-2 community .

Here is the video how the cities will look using back Uranium fire glow effect for houses only :

PS: Me and Sani are trying to finish this 4.09 version with aircrafts new motor effects and then it can be converted to 4.101 as soon as possible  :)
UP will have also new effects .

S! HG

Also the target indicators (TI's) carried by some British Bombers at the moment are big fps killers, could these be 'lightened' in anyway please? so that it is possible to drop a few loads without the game coming to a standstill, and also maybe be given a timer so that they extinguish after 5 mins or so?

Next up is the searchlights, which do not seem to be as bright (in DBW) as they were, could these be given a more intense shine, and made to operate over a greater distance?

Lastly, the RAF used bombs called 'spot fires' for marking targets, aswell as what we have at the moment i was wondering wether another few fire objects could be made, (FireType2, is perfect for this), with different colours, red, green, pink etc.

Also overall could the visibility distance for effects be increased at all?

just a few thoughts for things i would like to see mate, if any are possible that would be great.

regards

slipper
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on June 25, 2011, 05:09:47 AM
Hi slipper  8)

thank you again for your thoughts , all good ideas , there are a lot of talented guys
who can try and implement another new effects but it won't be me or Potenz , Wolfighter
have also his own work projects to be finished and Sani is busy like we all are with everyday life  :)
Maybe Aed will add some yet another new class files entries but it's more unlikely .
We have right now already effects in IL2 that are beyond the game engine capabilities and another
new effects will make things only worse.
If guys want to push it even more then maybe Aed or socorrista22198 or santobr or fly! or Eexhaton
or many other guys who like to work on effects can give it another look  8)
(distance visibility for Plutonium effects was given bigger value in only .mat files settings
and it should be far enough and more what the game engine can handle ) .
I can't tell you right now how the final effects will be for UP 3.0 or if they will be mixed with other
effects .
This will be depending on HaDes and ZUTI what's in and what's out since the necessary effects
with MDS compatibility work is being done ..
Lets wait for the final release to see how effects were sorted out , which are used and possibly mixed  :)

S! HG

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on June 25, 2011, 12:41:37 PM
I can't wait! :P
I have a "plus" for Plutonium and playing without Plutonium and Ricochet is killing the imersion, my IL-2 was so real! :)

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: slipper on June 25, 2011, 12:43:17 PM
Cheers HolyGrail for the reply mate

regards

slipper
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: the_corsair on June 26, 2011, 06:10:33 AM
is there anyway to make it compatible with Up3? i had this onebut then i installed Up3 and now i miss it. It just istn the same thing XD
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: DD_BadAim on June 26, 2011, 06:18:55 AM
is there anyway to make it compatible with Up3? i had this onebut then i installed Up3 and now i miss it. It just istn the same thing XD

That's part of the plan afaik, There should be a version (somewhat modified) in the final UP3 as a JSGME option.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Dudok22 on June 26, 2011, 10:47:19 AM
it is possible to include fx revolution bomb explosion effect to plutonium?
because its best I've ever seen!
(http://i394.photobucket.com/albums/pp29/Dudok22/0201201112-14-47.jpg)

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: RedrumSalad on July 01, 2011, 07:24:43 AM
it is possible to include fx revolution bomb explosion effect to plutonium?
because its best I've ever seen!
http://i394.photobucket.com/albums/pp29/Dudok22/0201201112-14-47.jpg

agreed
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Borsch on July 08, 2011, 06:10:59 PM
it is possible to include fx revolution bomb explosion effect to plutonium?
because its best I've ever seen!
(http://i394.photobucket.com/albums/pp29/Dudok22/0201201112-14-47.jpg)

w. o. w. !.

+many!

I would also like to see smoke trails to be longer in next version of Plutonium:) Kind of like what Rus Ps fella shown here http://ultrapack.tuttovola.org/index.php/topic,4484.0.html

And finally, the wing vapor trails (during tight turns) are pretty bad in all effects packs, including plutonium. Olegs' original ones are closest to reality by far.
http://users.telenet.be/lange/images/ATW/atw_43-02.jpg
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: alessio on July 15, 2011, 11:59:02 AM
::)little question.. for 4.10 ?  :-\
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Gumpy on July 15, 2011, 12:02:53 PM
::)little question.. for 4.10 ?  :-\
Not yet I'm afraid.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Gojira on July 27, 2011, 07:35:43 PM
Could someone get this working with 4.10.1? I was really hoping thst I could use it, but then I get an error when the map is supposed to appear.  ??? So if someone could make it work with 4.10.1 that'd be great.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: GrEaSeLiTeNiN on July 29, 2011, 11:41:49 PM
it is possible to include fx revolution bomb explosion effect to plutonium?
because its best I've ever seen!

w. o. w. !.

+many!

I would also like to see smoke trails to be longer in next version of Plutonium:) Kind of like what Rus Ps fella shown here http://ultrapack.tuttovola.org/index.php/topic,4484.0.html

And finally, the wing vapor trails (during tight turns) are pretty bad in all effects packs, including plutonium. Olegs' original ones are closest to reality by far.
http://users.telenet.be/lange/images/ATW/atw_43-02.jpg

yep, this is the best I've seen..
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: he162a on July 30, 2011, 06:13:01 AM
Where can  I get this?
It looks great!
Please give a link I can't find it.
Thanks.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: he162a on July 30, 2011, 06:26:37 AM
I found it sorry.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: GrEaSeLiTeNiN on July 30, 2011, 05:34:36 PM
It's from FX Revolution. I kinda prefer it over the Uranium mod. It's got more of a Star Wars effect. Hahaha...
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: bionde on August 05, 2011, 10:54:10 AM
its possible use only the flames of engine, when he are fixing it for 4.101?

~S~
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: NS~mati140 on August 18, 2011, 06:33:57 AM
It likely would be possible but it would take someone like Sani to get it done .
I am afraid current effects are already beyond what this game engine can handle
with effects crying out loud between each other ( particles sudden disappearing ) ;D.

@ RooMan296  :D ;D

@ slipper ,
HaDes will include various effects in to new UP once the class files code compatibility rewriting is done .
ZUTI is working on it but it takes additional time to make it all work with MDS feature since effects are
previous older 4.09 version .
We're now more like spectators waiting for the final fruits of ZUTI's MDS+effects merging coding madness  :D.
We will not continue on effects new editing since ZUTI's MDS is quite complex piece of hard work and
we don't want to make things even more complicated .

THX,
S! HG  8)

Wait, you mean it will be merged with MDS and there won't be any standalone version? That doesn't sound good for Dark Blue World users, as it has MDS disabled.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sa_475th_Chaney on September 13, 2011, 09:37:51 PM
Since i can't seem to find the answer anywhere, does this awesome mod work in DBW? i mean is there a DBW version or one in the making? thanks.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: CWMV on September 13, 2011, 11:01:51 PM
I don't mean to sound rude at all but did you miss the part about removing certain classfiles to make it work in 4.10.1? :D

There are also a few compilations that use Plutonium effects as a base if you don't want to remove the classfiles yourself. Ive got one posted here, and there is a guy over at UP that has what looks to be a very similar pack.

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sa_475th_Chaney on September 14, 2011, 09:45:37 AM
I don't mean to sound rude at all but did you miss the part about removing certain classfiles to make it work in 4.10.1? :D

There are also a few compilations that use Plutonium effects as a base if you don't want to remove the classfiles yourself. Ive got one posted here, and there is a guy over at UP that has what looks to be a very similar pack.

Yeah i read that but i thought it was for UP3 and not DBW. I wouldn't have the slightest idea how to make it work for DBW. I will read it again and try and decipher it. Thanks for fast reply.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: CWMV on September 14, 2011, 11:30:07 AM
In this this one instance it seems they are the same.
Remember that dbw is an expansion of UP3, what works for one should work for the other IN THIS CASE.
At least it works for me. I haven't had any issues with my compilation in dbw, and its based on plutonium.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: whiskey111 on October 04, 2011, 05:18:17 PM
I'm trying to install Plutonium effects on UP3 game version. Unfortunately, when Plutonium folder is inside #UP# folder - game crashes at 30%.

What can I do to make this mod working properly ?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Malone on October 04, 2011, 11:36:27 PM
whiskey, if you make an effort to read through this thread, you will see it details exactly what you need to do to make it work in UP3.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: whiskey111 on October 05, 2011, 04:02:03 AM
Thanks, I done it. I have deleted 72DCDDF4D2AD25E8  and  B27261D242F3990A - it works.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~Malone on October 05, 2011, 05:00:29 AM
great! ;)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: btasm on October 11, 2011, 06:05:23 AM
I have a question regarding the Plutoniun Universal Max Effects listed above.

I have Il-2, UP3 and DBW installed to their latest versions. Although I read the thread, I am still uncertain where the Plutonium effects go and, once installed, how to implement them. I don't have a MODS folder, just the DBW folder and the jsgmemods folder (where it doesn't seem to go).

Can anyone shed some light on this? Also, do the effects improve (extend, intensify) ground explosions and damage?

Thanks so much.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: toranamadman on October 12, 2011, 05:49:26 AM
Add the plutonium folder to the DBW folder . Don't forget to remove the 2 class files mentioned above  ;D . You do loose a bit of the ground effects but the air effects seem to work ok .
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: btasm on October 12, 2011, 10:16:44 AM
Thanks. I did. But after doing so, I don't detect a bit of difference in the ground effects. Explosive effects still last about 10 seconds and then gone.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: toranamadman on October 12, 2011, 10:25:51 AM
Unfortunately with out the 2 class files most of the bangs and bling is gone . It was only designed for 4.09 . There's other effects that will work but the building and ground fires are another headache due to difference in coding wirh 4.09 and 4.101
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: btasm on October 12, 2011, 11:17:08 AM
Oh, well.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 16, 2011, 02:17:53 AM
I've been tinkering a bit with the mod to make it compatible with 4.10. For the moment, I've only adapted the persistent fires feature. I you want to test it, here are the links:
Persistent fires for IL2 4.10 stock, HSFX 5 and DBW
Persistent fires for UP3.0
Intructions:
- Download and install Plutonium Universal Max Effects V1 from the first page
- In your "0_0_Plutonium_Universal_Max_Effects_V1" folder, delete all class hashfiles (00B509F2DD168B52, 1B5CF71AF243DC02,...). Only the 2 folders "3DO" and "Effects" must remain.
- Install my mod
This way you will have most of the new effects of Plutonium with working persistent fires on your 4.10 install.
All credits go to HG&P for this wonderful mod.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: hguderian on November 16, 2011, 06:06:13 AM
Many thanks!!

About the other one hash file which is related to the AC different smokes it can be extracted the same one from HSFX Mod!!

Best regards
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 16, 2011, 07:03:50 AM
Quote
Persistent fires for IL2 4.10 stock and DBW
Sanka, in this Mod there only is the file 72DCDDF4D2AD25E8.

This file also comes with DBW (have it in my v1.6) in XTD folder.
(ATM I don't know with wich version it was added).

Have you looked for compatibily issues  ?
What overwrites what?

As I'm no Java programmer, I saw at first glance this difference:
DBWs explosions.jar comes with using 'tuple3d' (?, whatever this is  :D),
yours not. Any other differences?

:)

Actually Gerax, the classfile 72DCDDF4D2AD25E8 is DBW'S Explosions.class that I've modified to include some features of Plutonium (the "tuple3d" seems to have been discarded by my decompiler, I have no idea of its use though). Since the class does integrate the code of DBW there shouldn't be any compatibility issues. But I'd appreciate feedback if you run into any issues. :)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: TICI on November 16, 2011, 08:46:51 AM
I used this update on HSFX 5.01 and it works !!. Before with Plutonium mod the game crashed on bomb impact but now it works and the fire stays  on. I used your fix for the 4.10
Good work.
TICI
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: MANYSH on November 16, 2011, 12:47:25 PM
can you try derstroy train, please
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: TICI on November 16, 2011, 01:07:06 PM
On HSFX 5.01 Yes I can destroy a train but I have only the smoke for while but NO FIRE ( I tested with rockets ) So the fire seems to work ok and stay with the vehicles and bldgs but not with a train.
TICI
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 16, 2011, 03:01:37 PM
On HSFX 5.01 Yes I can destroy a train but I have only the smoke for while but NO FIRE ( I tested with rockets ) So the fire seems to work ok and stay with the vehicles and bldgs but not with a train.
TICI
Yes it's still WIP, some train wagons do have persistent fires, but others like ammo and passenger wagons don't. I'm working on adding them though.

this has not really helped me:
http://en.wikipedia.org/wiki/Tuple (http://en.wikipedia.org/wiki/Tuple)
???  ::) ;D
My head hurts!  ???
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: MANYSH on November 17, 2011, 02:04:11 AM
link for UP 3 don't work
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 17, 2011, 02:21:16 AM
link for UP 3 don't work
Thanks, fixed :)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: TICI on November 17, 2011, 04:51:26 AM
I also tested the Uranium effect mod with HSFX 5.01 and it works very well. The only change you need to do is the remove the B2726ID242F399OA file , than you add the 72DC.......... file form this update which will give the permanent fire like in the Plutonium. The only issue is the train fire as previousely posted.
TICI
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: MANYSH on November 17, 2011, 06:21:05 AM
I will try this with online server, always when i use any FX mods on UP3 server and try RRR features my game crash, so i hope this will help. But have no time now to check  :(
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 17, 2011, 06:56:56 AM
I will try this with online server, always when i use any FX mods on UP3 server and try RRR features my game crash, so i hope this will help. But have no time now to check  :(
Don't worry, RRR works perfectly with my class, since I didn't modify any of zuti's MDS code. :)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: TICI on November 19, 2011, 03:44:59 PM
Guys, After hours of testing removing 1 file at the time I've been able to fix the Plutonium Max Effect working wonderfully with HSFX 5.01. The culpricts are 3 files two of which are already known. Here are the instructions:

From the original Plutonium max effects remove only the following 3 files:
B27261D242F3990A
668BD1109D5B7064
Than install the new 72DCDD....... file from this sight .
I tested bombing,strafing vehicles, rockets, destroy trains and bldgs. no freezing , no loss of effects and the flames are always on !!.
Let me know.
TICI
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: toranamadman on November 19, 2011, 04:28:39 PM
Just tried this mod in DBW . Works well . Great job  ;D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Ass Eagle on November 19, 2011, 07:29:50 PM
Just tried this mod in DBW . Works well . Great job  ;D

Same here! But all I did was deleted 72DCDDF4D2AD25E8 and B27261D242F3990A from plutonium, then I merged the Little Effects mod into the Plutonium folder. Nothing else needed. Everything works like its suspose too. Awesome addition to DBW!! =)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on November 19, 2011, 09:42:14 PM
Thank you sanka! :)
Now we have back a lot of effects, unfortunately the B272...bla...bla...bla file is more important than we think, some good effects are not like should be, static plane explosion, ship inferno, oil leak smoke and so on.
But this is a big step for the back of the best effects from all time for IL-2. 8)

Thank you very much, sir.

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: hguderian on November 20, 2011, 03:20:27 AM
@santobr
Extract this B27261D242F3990A from HSFX5.1 and put it into Plutonium folder...all smokes again in DBW1.6!!

Regards
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: BT~Tarik on November 20, 2011, 04:08:44 AM
@santobr
Extract this B27261D242F3990A from HSFX5.1 and put it into Plutonium folder...all smokes again in DBW1.6!!

Regards

I don't have HSFX  :( Could someone upload this classfile for me (and maybe others who want the whole effects in DBW.....) pleeeeaaase ? And what about the 72DCDDF4D2AD25E8 file ? What does it contain, and it is also in HSFX ?

Thx
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: TICI on November 20, 2011, 04:56:20 AM
I don't know about DBW because I run two versions of HSFX . One is 4.11 and one is 5.01. Plutonium max effect mod works very well with HSFX 4.11 beacuse is based on patch 4.09 but when you install it on HSFX 5.01 it freeze and crash the game because is based on patch 4.10. On HSFX 5.01 if you remove the 72DCD.... and B2726.... files it works but you lose mainly the effect of flames staying during the game. In my tests for the 3 files removed:
B2726....... was macking the game freeze when bomb impact te ground
72DCD...... was crashing the game at loading
668B.........was crashing the game when rockets impact trains
In removing these 3 files and replacing the 72DCD......with the new one enclosed in this post the game tested on HSFX 5.01 works like on 4.11 without losing any effect. Keep in mind that HSFX 5.01 alrady have many effects from Plutonium or similar so it just works nicely togheter .
So far I tested in all the conditions and the result are amazing.
TICI
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on November 20, 2011, 07:19:41 AM
@hguderian
I don't have HSFX 5.01. :(
Could you please share the file with us?

Thank you. :)

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: slipper on November 20, 2011, 07:23:00 AM
me to please mate,

Quote
@hguderian
I don't have HSFX 5.01. :(
Could you please share the file with us?

Thank you. :)

santobr.

regards

slipper

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: BT~Tarik on November 20, 2011, 07:27:03 AM
Lol, now we're three already to ask for this file  :D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on November 20, 2011, 07:31:00 AM
;D ;D ;D

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: hguderian on November 20, 2011, 07:33:57 AM
Hi mates :)...here it is!!

If this would break any rule/agreement with HSFX Team, please tell it so I delete the link!
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: BT~Tarik on November 20, 2011, 07:35:30 AM
Thanx man  :)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: BT~Tarik on November 20, 2011, 07:39:01 AM
Ah yes, I forgot : do you know what the other file is ? cause now it's the only missing one  :D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: hguderian on November 20, 2011, 07:49:28 AM
No..I'm only using this and that from sanka which you'll find two page back!
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on November 20, 2011, 08:00:02 AM
Thank you, hguderian. :)

Unfortunately this file is in conflict with the new SAS_AI mod. :(
I think I need to choose if I like more the SAS_AI or the Plutonium now. :P

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: hguderian on November 20, 2011, 08:03:07 AM
I'm using AI_mod too (loaded before Plutonium) and I don't see any conflict between them.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on November 20, 2011, 08:06:02 AM
It's because the IL-2 is calling the file from SAS_AI and ignoring the file from Plutonium.

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: hguderian on November 20, 2011, 08:12:42 AM
For sure...but why before I've installed that file I haven't all smoke effects from Plutonium?
The differences between before and after are so much evident to exclude a "placebo effect" :=))))
I've tested it many times lookin' at bf109vsp39 or p40 tracks as well as playin' IL2.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on November 20, 2011, 10:54:56 AM
I don't know why.
But I know that only one of the same file will be loaded, the others will be ignored.
I will disable the SAS_AI and see what happens.

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on November 20, 2011, 11:27:27 AM
Well, if I disable the SAS_AI mod, my DBW freezes. :(

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: hguderian on November 20, 2011, 11:36:00 AM
Do you haven't erased the others Plutonium's hash files? Don't do that.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: MANYSH on November 20, 2011, 03:01:51 PM
For UP3 online this don't work at all :) with Sanka class file, works fine, but this is only explosion. I mix some class file to get this work online, but game crash when train will be destroyed ,so banned all trains !  :D Simple and effective solution.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: TICI on November 20, 2011, 04:31:12 PM
Have you removed the file 668BDII09D5B7064 ?. I had the same problem with HSFX 5.01 offline everytime you destroy e train the ga,e crash. In removing that file it works fine. Try it.
TICI
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: MANYSH on November 21, 2011, 01:50:04 AM
yes i did, but for online  is more complicated, basic problem is conflict with RRR and radar from zuti, so when i deleted this class file it was ok to time when ship  shot to the train, after that server and game crash. :-X
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 21, 2011, 05:31:18 AM
yes i did, but for online  is more complicated, basic problem is conflict with RRR and radar from zuti, so when i deleted this class file it was ok to time when ship  shot to the train, after that server and game crash. :-X
I'm adapting the other Plutonium classfiles for DBW and HSFX 5 but I can't promise anything for UP 3 unfortunately, since editing UP 3 classfiles is a bit more complicated. But I'll try to include as much effects as I can and remove the annoying crashes! :)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on November 21, 2011, 06:52:47 AM
Yes!!! Thank you, sir! :D ;D

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: slipper on November 21, 2011, 07:27:15 AM
Quote
I'm adapting the other Plutonium classfiles for DBW and HSFX 5 but I can't promise anything for UP 3 unfortunately, since editing UP 3 classfiles is a bit more complicated. But I'll try to include as much effects as I can and remove the annoying crashes!

Great news sanka! Can't wait to see this implemented.

many thanks

slipper
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: slipper on November 21, 2011, 09:37:51 AM
sanka,

Holygrail was working on a fluid fire mod for plutonium effects, which would give a better fps for larger fires and would spread with time, see link here

http://www.sas1946.com/main/index.php/topic,6631.msg155117.html#msg155117

and video here

do you think you may be able to include this in any update at all mate? would be great for bombing raids on factories and towns.

cheers

slipper
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 21, 2011, 10:14:21 AM
sanka,

Holygrail was working on a fluid fire mod for plutonium effects, which would give a better fps for larger fires and would spread with time, see link here

http://www.sas1946.com/main/index.php/topic,6631.msg155117.html#msg155117

and video here

do you think you may be able to include this in any update at all mate? would be great for bombing raids on factories and towns.

cheers

slipper
This video dates back from July 2009. It was actually an older version than Plutonium (Uranium I think) with fire glow instead of fluid fires.
I can include the Uranium fire glow for buildings (more FPS friendly), but only after I've completed the adaptation of the original classfiles, which is already taking some time  :-X
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: hguderian on November 21, 2011, 10:55:11 AM
Only for memory ;)
This is one effect that AFAIK it was discarded cause unsolvable java incompatibility problems >:(

Take a look at the underbelly fireburst

Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 21, 2011, 01:53:04 PM
Ok here is a new version of the Plutonium classfiles for IL2 4.10.
I have now completely adapted the explosions classfiles so you will have most ground effects back (persistent fires, new explosions, new smokes, new cannon effects,...)  8)

IL-2 1946 Plutonium Universal Max Effects for IL2 4.10 stock, HSFX 5 and DBW
The mod is NOT compatible with UP3

This is still a WIP, I am in the process of converting the remaining classfiles.
Intructions:
- Download and install Plutonium Universal Max Effects V1 from the first page
- In your "0_0_Plutonium_Universal_Max_Effects_V1" folder, delete all class hashfiles (00B509F2DD168B52, 1B5CF71AF243DC02,...). Only the 2 folders "3DO" and "Effects" must remain. Please note that if you don't do this you might still have some crashes with train explosions etc...
- Install my mod
All credits go to HolyGrail & Potenz for this wonderful mod.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on November 21, 2011, 03:38:37 PM
@sanka
No, no, the credits go to them for the creation, and to you for the adaptation. :D

Thank you very much! 8)

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: cgagan on November 21, 2011, 11:28:34 PM
Many thanks for your efforts, Sanka, greatly appreciated!  8)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: BravoFxTrt on November 22, 2011, 02:24:25 AM
Thank you Sanka and HG&P :D
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: slipper on November 22, 2011, 04:36:29 AM
Sanka

Thanks a lot mate, really is a great addition.

Quote
This video dates back from July 2009. It was actually an older version than Plutonium (Uranium I think) with fire glow instead of fluid fires.
I can include the Uranium fire glow for buildings (more FPS friendly), but only after I've completed the adaptation of the original classfiles, which is already taking some time

Would be great if you could look at this when you have the time please mate, even if just as an option for when attacking towns when fps becomes an issue.

Quote
Posted by: hguderian
« on: Yesterday at 18:55:11 »

Insert Quote

Only for memory ;)
This is one effect that AFAIK it was discarded cause unsolvable java incompatibility problems >:(

Take a look at the underbelly fireburst

hguderian, not sure if you are mistaking what i wrote regards 'fluid' fires mate?
In the link i provided the fluid fires relate to building fires which are more fps friendly, and spread with time. Not sure if you are refering to 'fluid' as in flammable liquids? My fault for not being clearer  :)

regards

slipper
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: hguderian on November 22, 2011, 04:43:17 AM
No mistake slipper :=))))

It's intended to be only a little remind for another, and unluckily loose, effect from HG&P's factory :=)))

I always hope there is the chance to see it in IL2...once java conflicts could be solved!

Regards
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: TICI on November 22, 2011, 04:52:37 AM
I tested the effects with the additional files and works pretty good, but I have a question. I was bombing a bridge (Cement ) with a P51 . With perfect hit the bridge after the bomb hit was still intact. Has anything to do with this update like the train before ?.
Thanks and keep the good work.
TICI
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 22, 2011, 06:41:48 AM
I tested the effects with the additional files and works pretty good, but I have a question. I was bombing a bridge (Cement ) with a P51 . With perfect hit the bridge after the bomb hit was still intact. Has anything to do with this update like the train before ?.
Thanks and keep the good work.
TICI
Hi TICI,
I doubt it has something to do with my classfiles since they don't modify anything concerning the bridges. I think that bridges have been reinforced with the 4.10 patch. Can you retry this without my files and see if anything changes?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: TICI on November 22, 2011, 06:55:12 AM
I will re-test a bombing to a cement bridge with a P-51 with 2x500KG bombs and I will let you know. I also noticed that on another mission my wingmen hit a train bridge ( I don't know the material ) and it did collapsed in the middle and had fire for while. So I assume it works but not sure if because of different material. Furthermore if you strafe barges in a canal there is an explosion but soon after ( Immediately after  ) the barge desepears .
Finally I noticed that in your classfiles is missing the file B2726....... which you stated will give all the smoke to the effects. I did install your B2726....  file with your other files and it works ok.
I will let you know about Cement Bridge.
TICI
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 22, 2011, 07:09:39 AM
Finally I noticed that in your classfiles is missing the file B2726....... which you stated will give all the smoke to the effects. I did install your B2726....  file with your other files and it works ok.
I will let you know about Cement Bridge.
TICI
No, the file B27261D242F3990A does not give you smoke to the effects. It's actually the AircraftState.class and it is related to the effects of your aircraft. This file I am still working on. So it's normal that you won't find it in my classfiles for the moment :)
I didn't upload any B27261D242F3990A file yet. The one that was uploaded before in this thread actually comes from HSFX 5. However you shouldn't use it if you have a DBW install or else the bomb bay doors of your bombers won't work...
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: TICI on November 22, 2011, 07:50:05 AM
OK, I tested the bombing of cement bridge WITHOUT the mod and 2X500KG bombs with a P51 doesn't destroy the bridge !! So it is not the mod . As far as other classfiles you are working on I will be looking forward for them. By the way I've HSFX 5.01 installed and that's what I'm always referring to.
Thanks again.
TICI
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: RooMan296 on November 22, 2011, 08:23:20 AM
Wow! I can hardly wait to get home and try this tonight. Is the napalm effect with the "tendrils" o' fire included in this update?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 22, 2011, 10:03:00 AM
Sanka, I tried your modified mod with DBW. Using the track "The Black Death", as soon as the bombs from the IL-2 impact, the game crashes.

EDIT: tried it with the track JaBo262.. same thing.
No it doesn't crash on a clean DBW install. I just tested the track myself. There must be a conflict in your mods somewhere. Did you first delete all the original Plutonium classfiles before installing my files? If not, you will have crashes.

Wow! I can hardly wait to get home and try this tonight. Is the napalm effect with the "tendrils" o' fire included in this update?
Yes Napalm effects from Plutonium are included  8)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 22, 2011, 10:54:43 AM
same thing. nothing in the #up# folder and no MODS folder. Installed like you say. Heres what I have:
Do you have the latest version of DBW (1.6)? Also try disabling mod files cache in your IL2 launcher options (I see you have a cache file in your folder) ;)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: OberstDanjeje on November 22, 2011, 11:05:51 AM
and delete the wrapper.chace file
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: MANYSH on November 22, 2011, 12:50:57 PM
Hi

I working on version for my server UP3,and after all day testing many classes ect.I thing problem with train, is a bug. With sanka class file is nothing wrong  ( UP version ). for experiment i remove all mods from my game, and i tested trains .By accident i create situation when train crash with another train, and  game didn't crash, but i have lots errors from console ( wrong exception <java... > bla bla bla )so after that, i create many situation like that, and sometimes this not happen all works fine. This is very weird
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 22, 2011, 01:30:42 PM
I did all that, thanks. DBW 1.6build, 4.101m, etc., still same thing. What does file 72DCDDF4D2AD25E8 do? Persistant fires only? Or something else? That seems to be the only troublesome one. I remove it, problem goes away.
Ratsel, just to be sure, do you have the 3DO and Effects folder from the original Plutonium inside your 0_0_Plutonium_Universal_Max_Effects_V1 folder? You need these files for the mod to work.
And 72DCDDF4D2AD25E8 isn't just persistent fires, it actually manages most of the original ground effects of Plutonium (explosions, fires, smokes, etc.)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on November 22, 2011, 01:48:30 PM
It's working perfectly in my DBW.
There is nothing wrong with sanka's files.
Of course there is something wrong with the DBW of the people who are having troubles.
Maybe some guys forgot to delete the class files from plutonium mod or they are using another effects mod that has class files too.

The class files from sanka are not adapted to UP3 because of MDS, so troubles are expected.

Yes, I tested with train cars and with almost all recorded videos.

Take a look at "spb2" video, in this video four ammo train cars are attacked and destroyed.
They are emulating ammo depots in the head of the bridge.

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 22, 2011, 03:41:05 PM
sanka, thank you very much for this adaptation, this is an essential mod. :)
Nice screenshot 8) In fact, the more I work on the classfiles the more I'm impressed by the colossal work of HG&P. So my hats off to them!

The class files from sanka are not adapted to UP3 because of MDS, so troubles are expected.
I've made good progress on a UP3-compatible version of the classfiles, I'll soon release them ;)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Badmuthafunker on November 22, 2011, 03:49:44 PM
Sorry if I've missed something gentlemen. I take it that this isn't intended for Modact 3.06?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: RooMan296 on November 22, 2011, 06:03:02 PM
Working perfectly for me! I have my napalm "tendrils o' death" so I'm thrilled. Thanks Sanka!
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 22, 2011, 06:22:50 PM
Sanka, I appreciate your hard work very much, but did everything as posted and still no go. Its only the bombs that the problem. Rocket attacks & trains no problem. I have UP3 RC4 w/ DBW 1.6, SAS etc., pehaps I'll wait for your UP-3 files. Just no bombs for now :)
Np mate, I suspect some UP3 files are interfering in some way with you DBW install... That's the only explanation I can find since I know that using my classfiles with UP3 will make the game crash when you drop bombs... Maybe you should try one last thing: check that your files.sfs in IL2's root folder is the stock 4.10 one and not from UP3... Other than that I have no idea sorry!

Sorry if I've missed something gentlemen. I take it that this isn't intended for Modact 3.06?
I see no reason why it wouldn't work with Modact 3.06 :)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 22, 2011, 06:58:23 PM
A clean install wouldn't hurt, but maybe before doing this try adjusting your memory settings in the IL2 launcher. Your crashes might just be due to a memory problem...
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: MANYSH on November 23, 2011, 01:50:27 AM

I've made good progress on a UP3-compatible version of the classfiles, I'll soon release them ;)

You are my hero !  ;)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Badmuthafunker on November 23, 2011, 05:28:49 AM
Hi sanka,

I've already tested it in ModAct 3.06, and fires only burn for a moment.

Thanks for all your efforts mate.  :)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on November 23, 2011, 06:25:37 AM
Maybe the "mod files cache" option is enabled in your modact.
Because in my modact it works.

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 23, 2011, 07:19:20 AM
IL-2 1946 Plutonium Universal Max Effects for UP 3.0
Here are the classfiles for explosions.class adapted for use with UP3. They contain all ground effects of Plutonium and should work without problems with MDS. Please report any issues you might find.
Complete versions with all the original classfiles adapted for UP3, DBW and HSFX5 are in the works ;)

Intructions:
- Download and install Plutonium Universal Max Effects V1 from the first page in the #UP# folder
- In your "0_0_Plutonium_Universal_Max_Effects_V1" folder, delete all class hashfiles (00B509F2DD168B52, 1B5CF71AF243DC02,...). Only the 2 folders "3DO" and "Effects" must remain. Please note that if you don't do this you might still have some crashes with train explosions etc...
- Install my mod in the #UP# folder
All credits go to HolyGrail & Potenz for this wonderful mod.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Badmuthafunker on November 23, 2011, 10:57:25 AM
Maybe the "mod files cache" option is enabled in your modact.
Because in my modact it works.

santobr.

Thanks santobr.  :)

I disabled the mod files cache, but no change.

Edit: Just ran a classcheck, and came up with these conflicts.

Code: [Select]
925C70BA4FFD5BB8 exists with : CRC 6074a0cd : .\#SAS\000_JetWarEssentials\925C70BA4FFD5BB8 CRC -50d5c5a2 : .\#SAS\00_A_Plutonium_Maximum_Effects_Edition_V1\925C70BA4FFD5BB8DF2E6CCEA14288D6 exists with : CRC -404cae17 : .\#SAS\000_JetWarEssentials\DF2E6CCEA14288D6 CRC 3104bc07 : .\#SAS\00_A_Plutonium_Maximum_Effects_Edition_V1\DF2E6CCEA14288D6DF60469CAA814682 exists with : CRC 6cac4a92 : .\#SAS\00_A_Plutonium_Maximum_Effects_Edition_V1\DF60469CAA814682 CRC -749934ba : .\#SAS\000_JetWarEssentials\DF60469CAA814682358263948E92F8EE exists with : CRC -2ca18fbe : .\#SAS\000_JetWarEssentials\358263948E92F8EE CRC -16153ed : .\#SAS\00_A_Plutonium_Maximum_Effects_Edition_V1\358263948E92F8EE15E1127AE68FA29C exists with : CRC 140fec72 : .\#SAS\000_JetWarEssentials\15E1127AE68FA29C CRC 5e29d5ab : .\#SAS\00_A_Plutonium_Maximum_Effects_Edition_V1\15E1127AE68FA29CB13925F2D613408C exists with : CRC -71e2d2df : .\#SAS\000_JetWarEssentials\B13925F2D613408C CRC 2825199d : .\#SAS\00_A_Plutonium_Maximum_Effects_Edition_V1\B13925F2D613408CF87D56020C7BCC92 exists with : CRC -48f6705d : .\#SAS\000_JetWarEssentials\F87D56020C7BCC92 CRC -7b7c974 : .\#SAS\00_A_Plutonium_Maximum_Effects_Edition_V1\F87D56020C7BCC9232E5D3D88A48E082 exists with : CRC 77f2ae40 : .\#SAS\000_JetWarEssentials\32E5D3D88A48E082 CRC -2864d024 : .\#SAS\00_A_Plutonium_Maximum_Effects_Edition_V1\32E5D3D88A48E0824D88231E747CC83A exists with : CRC  33a41d3 : .\#SAS\000_JetWarEssentials\4D88231E747CC83A CRC -148acc61 : .\#SAS\00_A_Plutonium_Maximum_Effects_Edition_V1\4D88231E747CC83AB160819E84D1291E exists with : CRC 5d04f899 : .\#SAS\00_A_Plutonium_Maximum_Effects_Edition_V1\B160819E84D1291E CRC -71560564 : .\#SAS\000_JetWarEssentials\B160819E84D1291E64B1F5FC786E5622 exists with : CRC 2e975c49 : .\#SAS\00_A_Plutonium_Maximum_Effects_Edition_V1\64B1F5FC786E5622 CRC 33124982 : .\#SAS\000_JetWarEssentials\64B1F5FC786E5622EE4B63FC7A3AE93E exists with : CRC -57a1d2d7 : .\#SAS\000_JetWarEssentials\EE4B63FC7A3AE93E CRC 18e2a279 : .\#SAS\00_A_Plutonium_Maximum_Effects_Edition_V1\EE4B63FC7A3AE93E72DCDDF4D2AD25E8 exists with : CRC -4641d098 : .\#SAS\00_A_Plutonium_Maximum_Effects_Edition_V1\72DCDDF4D2AD25E8 CRC -1b77bc41 : .\#SAS\000_JetWarEssentials\72DCDDF4D2AD25E888B6A628AD693BD2 exists with : CRC -32346ce6 : .\#SAS\00_A_Plutonium_Maximum_Effects_Edition_V1\88B6A628AD693BD2 CRC 70e9b72b : .\#SAS\000_JetWarEssentials\88B6A628AD693BD2A7E6F57A31D0D0A4 exists with : CRC -19369f78 : .\#SAS\000_JetWarEssentials\A7E6F57A31D0D0A4 CRC 22ab1fe0 : .\#SAS\00_A_Plutonium_Maximum_Effects_Edition_V1\A7E6F57A31D0D0A4
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 23, 2011, 01:44:11 PM
Edit: Just ran a classcheck, and came up with these conflicts.

Yes some of the classfiles are also used by the JetWar pack, but aren't essential to it. You should remove the "000_" at the start of the Jetwar Essentials folder so that the Plutonium mod gets loaded first. This way you will have the effects ;)

awesome! thanks! for problems, the P-51s & Spits lost there flame exhaust :( , the 109G that I fly still has its startup flames :) tested every map in QMB so far everything works! memory set to 1024kb mod cache enabled, activated with jsgmmods. You are the BOMB ( haha ;) )

Glad you sorted it out :) P-51s and Spits will get back their flames when the adaptation of the other Plutonium classfiles is complete. For the moment you can install these classfiles from the original Plutonium:

Code: [Select]
00B509F2DD168B521B641B5E5224F86228D0B88A77868884448ABA606CF2B2EA0550D61C9A6EC6A82004D4305312240A79810EB66A813618377111B064DCDCEAB34774201A0E7D0CC6EF065E28F3732EE59248A20A60686C
This will give you the flames back but might cause some incompatibilities since they originally come from the 4.09 version of the game.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Badmuthafunker on November 23, 2011, 03:35:25 PM
Thanks sanka, I'll have a bash right away.  :)

Edit: My Plutonium FX folder already loaded before the jet war essentials. But I went ahead and removed the 000_ from the latter anyway. Now this works. Cheers mate.  :)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: slipper on November 23, 2011, 04:45:23 PM
sanka,

Holygrail kindly merged a copy of his effects and Aed's effects for me a few years ago (under 4.09m) to give the airplane fires a bit more smoke than standard plutonium effects.

If i were to send you a copy do you think you may be able to see if it could be included in a future update please? even as just an option?

Also do you think it may be possible to reinstate the intermittent fire effects at all?

Thanks mate, you are doing some really great work with adapting these effects.

regards

slipper
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: MANYSH on November 24, 2011, 05:26:26 AM
sanka,

Holygrail kindly merged a copy of his effects and Aed's effects for me a few years ago (under 4.09m) to give the airplane fires a bit more smoke than standard plutonium effects.

If i were to send you a copy do you think you may be able to see if it could be included in a future update please? even as just an option?

Also do you think it may be possible to reinstate the intermittent fire effects at all?

Thanks mate, you are doing some really great work with adapting these effects.

regards

slipper
yes i notice there is less fire and smoke from planes, so Sanka can you describe this new class file for UP ?

Edit

slipper if you want your fire and smoke back, use previous version Sanka class file  72DCD ..... and add all the rest of the new class file
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: slipper on November 24, 2011, 06:04:43 AM
Thanks manysh, will give it a try later.

Regards

Slipper
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: santobr on November 24, 2011, 08:41:31 AM
I don't know what you guys are talking about, the original Plutonium did not have any Hollywood effects, it have guncam effects and it's working exactly like it was.
If you want more smokes and fires, you need to add some other effects made to work with plutonium, just like the awesome socorrista's Cinema Special FX.
You need to put the files in this order:
1- Socorrista's Cinema Special FX or another compatible effects files.
2- Plutonium original 3DO and effects folder with sanka's class files.

santobr.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: MANYSH on November 24, 2011, 01:39:33 PM
Big bomb explosion are missing or only i have this problem ? ( for UP )
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: sanka on November 24, 2011, 02:07:10 PM
yes i notice there is less fire and smoke from planes, so Sanka can you describe this new class file for UP ?

Edit

slipper if you want your fire and smoke back, use previous version Sanka class file  72DCD ..... and add all the rest of the new class file

As santobr said, I think you are confusing the Plutonium mod with other effects mods... The goal of my work is to restore the original Plutonium effects for IL2 4.10. If you have other compatible effects mods, please load them before Plutonium...

sanka,

Holygrail kindly merged a copy of his effects and Aed's effects for me a few years ago (under 4.09m) to give the airplane fires a bit more smoke than standard plutonium effects.

If i were to send you a copy do you think you may be able to see if it could be included in a future update please? even as just an option?

Also do you think it may be possible to reinstate the intermittent fire effects at all?

Thanks mate, you are doing some really great work with adapting these effects.

regards

slipper

Once I am finished converting the Plutonium files, I can take a look at Aed's mod to see if I can merge it... But no promises though :) Concerning the intermittent fire effects I think it will require a bit more Java coding, but after my classfiles are complete, why not?

Big bomb explosion are missing or only i have this problem ? ( for UP )

Which big bomb explosions do you mean? I just tested Fat Man in UP3 and there's absolutely no problem:

Please, when you report an issue, disable all potential conflicting mods, to be sure that the problem comes from Plutonium ;)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: MANYSH on November 24, 2011, 02:55:05 PM
Yes. I disable all mods and after when i drop Fat Man on train :D i do not see explosion only shock wave, this is why i ask. I need check my config.ini  >:(

Edit

Sorry, Problem was in my config.ini all works fine now :) Thanks
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: skulz on January 02, 2012, 03:20:18 AM
This seems awesome, I didnt understand how to install,I know I have to put it inside of MOD foler but theres no readme file.
Do I have to install Modact to run this? Also does it work on v4.101m patch?
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Mavvrikk on May 12, 2012, 06:14:13 PM
You know you've got an amazing FX mod pack when you do ground attacks over and over just to see the ball of fire go up from the aircraft.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: junioroz74 on August 23, 2012, 07:09:20 PM
Does this work with HSFX 6.0.11? I'd love too try it
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: Semor on August 24, 2012, 03:22:39 AM
Why didn´t you try this one?

http://www.sas1946.com/main/index.php/topic,20929.0.html

Much better and fully compatible to HSFX 6.

;)
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: connell687 on September 16, 2012, 04:24:34 PM
how do u get in to the cofiguration flie i cant find it
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: BravoFxTrt on March 06, 2014, 02:44:13 PM
Bump
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: BravoFxTrt on March 06, 2014, 03:31:30 PM
Reason for Bump is Iv got it working in PreDBW2, still much testing to do though, Ill post any findings good or bad.
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: SAS~HolyGrail on March 07, 2014, 01:28:19 PM
Thank you for the heads up BravoFxTrt  8)
In the meanwhile a new effects team is working on a hopefully even better visual effects for IL-2 4.12.2m version  :)
Will explore a lot more creativity since computers can now process much more than back in 2010 .
No more holding back .

~S!~ HG
Title: Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
Post by: BravoFxTrt on March 25, 2014, 03:23:35 PM
So far, its good, have not had any CTD's or show stopping events, all is good.