Epervier provided me today a number of old 4.09 mods, one of which is the AI engine overheat mod. I just incorporated the relevant code into B.A.T.'s Motor.class, augmenting the full throttle and carb flooding smoke in my version as included with my big v1.6 Effects mod.
I tried out the version appropriate for my B.A.T. 4.0 game (I've not tried the one for B.A.T. 4.1.2 and later). It certainly seems this is working. In a fight against a flight of P-40Es, it was readily apparent that those birds were more hobbled as compared to previously, being unable to maintain a flat-out run or do endless and sustained zoom climbs.
Get it here:
https://www.mediafire.com/file/f9qgacin0enqjci/%2521_0_AI_overheat_for_WxTech_effects_v1.6.7z/fileFrom the included readme file:
AI Engine Overheat, adapted from 4.09, for use with my WxTech Effects v1.6 Mod
This should not to be used with a game not having my Effects pack in use, due to the new effects required.
I've incorporated the relevant code from the old 4.09 AI overheat mod into the B.A.T. Motor.class. As provided here, these variants are specifically for use with my effects mod, v1.6, replacing those provided in the folders named
"WxTech_Full_Throttle_Smoke_Mod".
This new class therefore has, in addition to the full throttle smoke and carb flooding smoke, this new limitation of AI engine overheating enabled.
I have not tested the BAT 4.1.2+ version myself.
You need only copy/paste (overwrite OK, as I provide the originals here as well) the hashed classfile from the appropriate folder here into your "WxTech_Full_Throttle_Smoke_Mod" folder.
For B.A.T. up to 4.1.1, use the classfile in folder
"to BAT-4.1.1".
This class might be OK for non-BAT 4.12 games.
For B.A.T. 4.1.2 and later, use the classfile in folder
"BAT-4.1.2+".
I provide also the classes as first included with my v1.6 effects pack (no AI engine overheat), to serve as a backup. Therefore you need not backup the original in your game. The hashed Motor.class is
AF5F8A326C3FA53C
WxTech
April 24, 2023