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Author Topic: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod  (Read 2986 times)

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Old_DaD

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Re: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod
« Reply #36 on: August 06, 2023, 05:58:55 AM »

Ive only replaced that classfile and so far everything is good.
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elot

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Re: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod
« Reply #37 on: August 06, 2023, 08:58:40 AM »

Have a look in the original WxTech FULL THROTTLE SMOKE MOD for BAT 4.0.. the classfile is dated 29/09/21
Finally found that version and copied it to the 2 mods and indeed seems to work, just like no file at all (probably somewhere in an SRS file).
I try tonight to really fly with it and see if all the effects are still working with the old file.

Update: i tried the old file and everything seems to work, but i have the impression (must check later again) that the Full Throttle mod does not show any smoke anymore.
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WxTech

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Re: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod
« Reply #38 on: August 10, 2023, 01:55:49 PM »

The throttle smoke implementation requires that both Aircraft.class and Motor.class be congruent. Hence the lack of full function when changing one of these classfiles.

I very recently found an error I made for jet engine throttle smoke (it's treated separately from non jet engine throttle smoke). I'm working toward rolling this up into my v2.0 effects pack. But I should release a separate update for those who don't use my effects. My preference is to have in operation the carburetor cut-out smoke, full throttle smoke and the AI engine overheat.

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PO_MAK_249RIP

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Re: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod
« Reply #39 on: August 11, 2023, 12:32:34 AM »

'I'm working toward rolling this up into my v2.0 effects pack'

Great news cant wait!!
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elot

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Re: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod
« Reply #40 on: August 14, 2023, 02:31:00 PM »

Well, i found that the old file gave me some artefacts when looking down, especially on the runway.
So i put that file in a ModsMap directory en added just the old file to it (gave directory a name, so i know what is in it  :P)
Now i can play standard with the new file that works with most campaigns and machines.
When i want to play with the Dutch Fokker G1 for instance, i just add the 'Mod' and after changing to other campaign i remove the mod again.
Works great this way  8)
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Old_DaD

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Re: AI engine overheat mod for B.A.T. with my Effects v1.6 Mod
« Reply #41 on: August 14, 2023, 02:58:47 PM »

Sure.
I guess It's not like you'll use the G1 that often, so makes sense to only switch the file as and when.
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