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Prolonged smoke & fire for crashed aircraft mod/Smoke & fire for destroyed static aircraft mod


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Posted (edited)

As the title suggests, this mod is intended to prolong the smoke and fire effect for a crashed aircraft. While it appears to be working fine from my testing I regard it as a beta version for the community to try out to confirm if there are any issues.

 

Note that the crashed aircraft effect recycles the "smoke_volume" effect script and that the stock smoke volume effect is a pretty feeble greyish coloured smoke column. I've altered the script to use one of the smallest darker city fires as looking around at pics of aircraft crashes from the WW2 period when they burnt on impact you tended to get quite thick black smoke off the fire. Due to the reuse of "smoke_volume" for the crash it is possible that my changes have an unintended consequence for some other effect that also uses "smoke_volume" - hence the beta tag and the wish that people test this mod and report back if that happens. 

 

Note stock time to live for the effect is 60 secs. I've made it 900 secs or 15 minutes. It's possible that if there are very large numbers of crashed aircraft sites that performance will be impacted. However, so far with 8-10 fires all going I have not seen any issue.

 

Added the mod for smoke and fire for destroyed static aircraft. Hope it brings enjoyment.

Notes:

  • I'm nearly 100% positive that the smoke column will always blow north as each smoke column placed in the editor has to have its direction manually set rather than picking up the ambient wind conditions and the default direction is zero degrees. Be very happy to be proved wrong but believe the above is the case.
  • Smoke column should remain for the mission once created. "Always visible" attribute has not been set however I believe the graphics engine stops generating the smoke once players are far enough away.
  • Fire effects loop unfortunately. This is similar to the situation with the prolonged smoke and fire mod and so far I haven't found a way around it other than have the whole effect given by the mod fade out very quickly like the stock smoke for destroyed static aircraft.
  • Effects and textures are completely separate to the game so I'm hoping for very low maintenance requirements for the mod.

 

Notes for smoke and fire for large blocks (as in blocks from the Mission Editor block category plus the destructible buildings embedded on the map I believe)

  • The intent of the mod is aimed at buildings, and I am hoping that by only playing around with the 50m, 80m, 120m and cathedral demolition effects I have limited the impact to buildings. It may however go further than intended and it would be good to know this plus the details of the block destroyed that gets the modded effect that looks bad. This requires using the mission editor to identify the block/object.
  • Blocks nearly all use the same collection of effects (this includes static vehicles etc) with each effect definition for each block and consists of the following static emitters:
    • Buildingdemolition05.txt
    • Buildingdemolition10.txt
    • Buildingdemolition30.txt
    • Buildingdemolition50.txt
    • Buildingdemolition120.txt
  • The exception I have noted so far are bridges (which use similar but different bridge demolition files) and large cathedrals like Notre Dame Damiens which uses the BuildingDemolition_Cathedral.txt static emitter
  • Block detail objects use DetBuildingDemolition05.txt, DetBuildingDemolition10.txt, DetBuildingDemolition30.txt and DetBuildingDemolition50.txt
  • For the majority of blocks the building demolition file selected to create the effect is based on the destruction radius of the destroyed block. So, a tiny block with a 5m destruction radius will use the 05 file while a large block with a 120m radius will use the 120 file.
  • As mentioned above I have (tried to) limit the effect of this mod to larger buildings by only altering 50m, 80, 120m and cathedral sized blocks. This (I believe) will mean things like static vehicles will not be affected.
  • I ended up using just cityfiresmall01 and cityfire01. These are looped effects so don't go away. 50 and 80m use cityfiresmall01 and 120m and cathedral use cityfire01. 
  • While so far unconfirmed it is possible that the effects generated by the mod may always have the smoke blowing north (as happens with effects spawned by the Dynamic Effects and Units mod) - I'm hoping however as these are created from within the game's normal destruction logic that the modded effects will pick up the ambient wind direction instead as occurs with the stock smoke from block destruction.

 

JSGME ready

 

Prolonged smoke and fire for crashed aircraft.zip

6.001 compatible

 

Smoke and fire for destroyed static aircraft.zip

 

6.001 compatible

 

Smoke and fire large blocks.zip

6.001 compatible

 

Changelog:

17 June 2024

  • Updated smoke and fire for destroyed static aircraft mod to include the "IA_ALWAYS_VISIBLE" parameter to try to address smoke fading out and in when looking away and looking back at smoke. I believe this should not impact FPS but can talk through a simple edit for anyone who feels it causes them issues.
  • Added new mod Smoke and fire for large blocks. This mod alters the effect for the destruction of blocks with 50, 80, 120m radius as well as cathedral blocks. 50 and 80m blocks use the cityfiresmall01 effect and 120m and cathedral uses cityfire01 effect. As these are both looped effects destroying such a block will now generate a persistent smoke and fire column. 

 

9 April 2024

Added Smoke and fire for destroyed static aircraft mod

 

6 Feb 2023

Apologies - left some WIP files in the zip by accident. Cleaned up and reuploaded.

 

5 Feb 2023

Fixed overlap with other effects by using a custom texture and modified epl files. Increased burn time to 900 secs. Unfortunately was not able to figure out a method to keep crashed by intact aircraft wrecks around longer. Removed the beta tag.

 

28 Jan 2023

Added non catastrophic crashes to the mod (hopefully)

 

27 Jan 2023

Initial beta release 

 

 

Edited by Stonehouse
see change log.
  • Like 5
  • Thanks 12
  • Upvote 4
Leftenant_Soap
Posted (edited)

Sweet! That's really cool, thanks Stonehouse! I'll try it and report back if there's any problems with the different smoke effect.

 

Sort of related, but I'm trying to figure out a way to keep crashed aircraft from despawning. For example, biplanes often don't explode when they crash and the pieces will remain visible for a short time. (Also true for other planes if the impact with the ground doesn't cause it to explode) 

I made some trials thinking that the file would be in the luascripts folder, but there's so many of them.

Edited by DD_Soapy
Posted

Do they still despawn with this mod on? I wasn't sure as not many of the crashing aircraft came down "intact" but I thought the few I saw seemed to hang around longer.

Posted

Will this work for tanks too?

  • Upvote 1
Leftenant_Soap
Posted

@Stonehouse

 

I did some tests and the downed aircraft despawned as normal, but the prolonged smoke and fire is working great! There were no problems with the new smoke effect.

If only I could be more help! The quick investigation I did wasn't very helpful in telling me what controls the despawn of crashed planes.

Posted (edited)

So if the aircraft despawn can be altered, this is near perfect? 

Edited by Mysticpuma
  • Upvote 1
Posted
2 hours ago, Mysticpuma said:

So if the aircraft despawn can be altered, this is near perfect? 

See what I can find

Posted (edited)
11 hours ago, Spidey002 said:

Will this work for tanks too?

I spent quite a bit of time looking at this tonight.

 

For tanks, there is a file in data\LuaScripts\WorldObjects\explosions\detonation\ (inside the scripts.gtp file) called tankexplosion.txt where you can extend the animation so you see a series of explosions after the tank has been killed. Unfortunately, it does not change how long they remain visible after being destroyed. (see additional comments below)

 

Changing the first section from the default of

 

Class_name = "CBatchExplosion"
object_name = "Explosion"

// Âçðûâ, 8êã ÒÍÒ, 1.5êã îñêîëêîâ ïðè 800ì/ñ íà÷. ñêîðîñòè, êàëèáð 50ìì

//////    PhysicsBody properties
VisualImage=0,"graphics\effects\Surf\TankExplosion.epl",false
VisualRadius=24
ImageAttrs="IA_NOMINPIXELS","IA_NOMINZ"

SoundScript="LuaScripts\Sound\explosions\Vehicles\Expl_Tank.cfg"

ExplosionPower=0.4
Animation=1
LiveTime=12
AnimationTime=12
Ranges=1, 0.01, 1.0, 0.0

 

to

 

Class_name = "CBatchExplosion"
object_name = "Explosion"

// Âçðûâ, 8êã ÒÍÒ, 1.5êã îñêîëêîâ ïðè 800ì/ñ íà÷. ñêîðîñòè, êàëèáð 50ìì

//////    PhysicsBody properties
VisualImage=0,"graphics\effects\Surf\TankExplosion.epl",false
VisualRadius=24
ImageAttrs="IA_NOMINPIXELS","IA_NOMINZ"

SoundScript="LuaScripts\Sound\explosions\Vehicles\Expl_Tank.cfg"

ExplosionPower=0.4
Animation=1
LiveTime=25
AnimationTime=24
Ranges=1, 0.01, 1.0, 0.0

 

will allow three explosions to play out (one about every 8 seconds.) if you are using the tank effects Mod. 

 

 

Otherwise it repeats only twice with the game default explosions because they have a longer interval between repeats. I suppose you could increase the LiveTime, and AnimationTime values a bit more to get three with the default effects.

 

The tank then stays as a burned out blackened hull, with the occasional one randomly continuing to burn and smoke.

 

What I haven't found so far is what is controlling how long the destroyed vehicle stays on the field. I do know that the Su-122 and Su-152 only last about 20 seconds or so (making the third explosion look out of place as the vehicle is gone already). Most of the tanks seem to stay around for many minutes so it looks like the ammo is cooking off repeatedly (2 or 3 times). I'll keep looking, but I've already been through most of the likely candidates with no luck yet.

 

There are similar files in the detonation folder for the various wheeled vehicles, fuel storage tanks, and gun emplacements, but generally having multiple explosions after they were destroyed didn't look as appropriate as it does for tanks.

Edited by MajorMagee
  • Upvote 1
Posted (edited)

I believe you can do it for vehicles but you have to change every single vehicle text file.  

 

So \IL-2 Sturmovik Great Battles\data\luascripts\worldobjects\vehicles via ungtp of scripts.gtp and the text files for each vehicle and the parameter is as below (eg from bm13.txt) for soft vehicles (and perhaps tanks from earlier modules that haven't been significantly reworked eg t34 variants still use FireEffectTime but PzIIIs split into different models and all seem to use the FireEx parameters):

 

FireEffectTime = 300.0        // Сколько будет гореть по времени после взрыва (How long will it burn in time after the explosion)

 

As you can see it is set for 5 mins as default.

 

Armoured and newer vehicles are trickier - I think these lines are the relevant ones but not sure how they work.

 

eg Su122 

FireExCount=0,2
FireExTimeout=2,5
FireExDuration=3,6

 

Not sure to interpret the above. Could be a min - max range and a random value is chosen between these limits or they could be parameters for an effect. Would need experimentation.

 

Anyway - think crashed aircraft now supports ones that come down "intact" as well as I believe some debris like a broken wing etc now remains near full crash sites. Have a go and see how it works for you. First post for updated version.

 

 

 

 

 

Edited by Stonehouse
  • Thanks 2
Posted
9 hours ago, Stonehouse said:

I believe you can do it for vehicles but you have to change every single vehicle text file.  

 

So \IL-2 Sturmovik Great Battles\data\luascripts\worldobjects\vehicles via ungtp of scripts.gtp and the text files for each vehicle and the parameter is as below (eg from bm13.txt) for soft vehicles (and perhaps tanks from earlier modules that haven't been significantly reworked eg t34 variants still use FireEffectTime but PzIIIs split into different models and all seem to use the FireEx parameters):

 

FireEffectTime = 300.0        // Сколько будет гореть по времени после взрыва (How long will it burn in time after the explosion)

 

As you can see it is set for 5 mins as default.

 

Armoured and newer vehicles are trickier - I think these lines are the relevant ones but not sure how they work.

 

eg Su122 

FireExCount=0,2
FireExTimeout=2,5
FireExDuration=3,6

 

Not sure to interpret the above. Could be a min - max range and a random value is chosen between these limits or they could be parameters for an effect. Would need experimentation.

 

Anyway - think crashed aircraft now supports ones that come down "intact" as well as I believe some debris like a broken wing etc now remains near full crash sites. Have a go and see how it works for you. First post for updated version.

 

 

 

 

 

Thanks for the hint. It did help explain why they were behaving differently that the other tanks in the practice range mission I was using to check the effect with. In this case there are no dedicated AI versions for the SU-122 and SU-152, The vehicle parameters for user playable tanks are set up quite differently than the Ai ones.

 

Changing the parameters you mentioned as possibilities didn't seem to have any effect on them disappearing every time right at 24 seconds after they were destroyed. I think I'm done for now, until somewhere to look else comes to mind.

Leftenant_Soap
Posted

Hi Stonehouse,

I tried out the new update but haven't noticed any change in the wreckage despawning. I did another test where I went to planetrash.txt and set the lifetime parameter to something ridiculous like 5000 and it also did not change anything as far as I can tell.

This all is very interesting!

Posted

I did try changing the Delete After Death parameter in the mission editor, and it works as advertised to keep the user playable tanks forever instead of automatically deleting them after 24 seconds.

 

Ideally there would be a parameter for the user playable vehicles like there is in the AI ones so they would only be around for a reasonable 5 minutes or so, and then clear out rather than lasting forever. 

Posted (edited)
4 hours ago, DD_Soapy said:

it also did not change anything as far as I can tell.

OK odd I could have sworn they hung around longer than the 80 secs set up as default. Just so we are on the same page how long do you see the wreck remain before despawning?

 

Will keep looking at it anyway

Edited by Stonehouse
  • Upvote 1
Posted (edited)

Ran a test just then with this mod off. Carefully set the right-hand engine of a Ju52 on fire without damaging much else. The fire ensures the crew will bail - which they did. I followed the Ju52 down in external and was lucky enough to have it crash mostly intact. Broken wing spars but wings still attached and small fire in right wing root/engine. I started a stopwatch on impact.

 

After about 30-60 secs there was a small explosion at the fire and the right wing broke off and was deposited about 10 m out from the fuselage. After another ~90 secs this detached wing despawned. I then continued to watch the remaining fuselage and left wing. After ~7.5min total this despawned. 

 

If people are only wanting me to stretch this out to 10 mins, then I am feeling it may not be worth doing. Opinions please? Feedback on how long people are hoping the wrecks will remain present?

 

Thanks.

 

 

Edited by Stonehouse
  • Like 1
Leftenant_Soap
Posted (edited)

@Stonehouse

I've done some testing against biplane targets.

If the pilot bailed out, the wreck despawned at the same time as the pilot (120 seconds after he touches the ground as set by your other mod and I did change the destroydelay to confirm it). If the pilot went down with the ship, then the wrecks despawn about 45-60 seconds after hitting the ground.

 

So the wreck despawn is more or less tied to the pilot, but only if he bails out. I'm not sure if there is any way to do something about the other situations (no bailout), which happens a lot of the time.

 

Personally I'm hoping to have all the wrecks/torn off wings/debris never despawn, iirc Jane's WWII Fighters did it sort of that way which I thought was pretty cool. But if it's not possible to mod that, this is a nice compromise.

Edited by DD_Soapy
Posted

The AI Gunnery pilot despawn mod is only for dead AI. So, you're seeing something else at play I believe. Not tried FC aircraft with this new mod........It could be completely different files or a different system.

Leftenant_Soap
Posted

This is odd, I tried again but using Ju 52 targets to see if the FC aircraft are different. One of the Ju 52s had an engine fire, the crew bailed, but the damaged wing had sheared off before impact so the main piece of wreckage wasn't on fire. Then it despawned at the same time as the pilot. I think maybe there's several factors to the length of time that wrecks appear including fire/pilot status/aircraft type. Oof!

But I think your mod is great as it is, the wrecks can still survive for way longer than normal.

Posted

The latest Tank War Effects v12b is really quite good and highly recommended when you're playing Tank Crew.

 

 

The comments I made about tankexplosion.txt above were set to work with the previous v11.

 

The optimal values if you want to use it in conjunction with the current v12b to get the tanks to cook off a bit longer are

 

LiveTime=32
AnimationTime=31

  • Upvote 1
Posted (edited)

Just an fyi that as I feared I believe smoke_volume.txt could be  used by crashed plane smoke column effect is shared by one of the aircraft damage smoke effects. So, making the crashed aircraft smoke darker and more intense also changes the aircraft damage effect. I am attempting to find some sort of middle ground so that both end up looking ok, but it will take some time. 

 

So, assuming you use one of the effects mods like those created by JSOflyer, if you load the effects mod after the prolonged smoke mod you may see different smoke to what I intended, and vice versa.

 

Will report back anyway

 

 

Edited by Stonehouse
typo
Posted

Got around the smoke_volume.txt issue. Working on animation times to see if I can get rid of multiple explosions but retain smoke column

Posted

I kind of like the extra explosions. It reminds me of the occasional HE cook-off mixed in with the more continuous burning of the propellent and fuel you see in real life.

Posted
1 hour ago, MajorMagee said:

I kind of like the extra explosions. It reminds me of the occasional HE cook-off mixed in with the more continuous burning of the propellent and fuel you see in real life.

Lol that's good because I can't seem to get rid of them. Livetime seems to control the time the crater exists and animation the smoke. So too short an animation and only single explosion but then smoke and fire die out. Equal time for each and more than 1 explosion. 

Posted

Ok I'm stumped on getting the intact wrecks to stick around. It feels like it is somehow connected with the bailed-out crew reaching the ground, but I can't find a link in the files. A lot of the despawning stuff is based on x secs after the parent component is destroyed so I am wondering if bailed out crew are regarded as parents for the fuselage and other components for the crashed aircraft. Both lose their icons at the same time though I think. 

 

I'll tidy up what I have and upload a new version soon.

  • Like 1
Posted

I shot down a 109 over an airfield. I chased another 109 over and around the field. I looked down and was surprised to see something burning. It was the first 109 still burning nicely. I forget I had activated this mod. Definitely makes a difference regarding immersion. Nice work and thanks!

Posted
On 1/28/2023 at 6:03 AM, MajorMagee said:

I spent quite a bit of time looking at this tonight.

 

For tanks, there is a file in data\LuaScripts\WorldObjects\explosions\detonation\ (inside the scripts.gtp file) called tankexplosion.txt where you can extend the animation so you see a series of explosions after the tank has been killed. Unfortunately, it does not change how long they remain visible after being destroyed. (see additional comments below)

 

Changing the first section from the default of

 

Class_name = "CBatchExplosion"
object_name = "Explosion"

// Âçðûâ, 8êã ÒÍÒ, 1.5êã îñêîëêîâ ïðè 800ì/ñ íà÷. ñêîðîñòè, êàëèáð 50ìì

//////    PhysicsBody properties
VisualImage=0,"graphics\effects\Surf\TankExplosion.epl",false
VisualRadius=24
ImageAttrs="IA_NOMINPIXELS","IA_NOMINZ"

SoundScript="LuaScripts\Sound\explosions\Vehicles\Expl_Tank.cfg"

ExplosionPower=0.4
Animation=1
LiveTime=12
AnimationTime=12
Ranges=1, 0.01, 1.0, 0.0

 

to

 

Class_name = "CBatchExplosion"
object_name = "Explosion"

// Âçðûâ, 8êã ÒÍÒ, 1.5êã îñêîëêîâ ïðè 800ì/ñ íà÷. ñêîðîñòè, êàëèáð 50ìì

//////    PhysicsBody properties
VisualImage=0,"graphics\effects\Surf\TankExplosion.epl",false
VisualRadius=24
ImageAttrs="IA_NOMINPIXELS","IA_NOMINZ"

SoundScript="LuaScripts\Sound\explosions\Vehicles\Expl_Tank.cfg"

ExplosionPower=0.4
Animation=1
LiveTime=25
AnimationTime=24
Ranges=1, 0.01, 1.0, 0.0

 

will allow three explosions to play out (one about every 8 seconds.) if you are using the tank effects Mod.

 Hi, a little off topic, but would it be possible to slow down burning animationas? They seem way to fast and it's especially noticable with ships. I posted suggestions to devs a couple years back but was ignored

 

Posted (edited)

Could the timing of the wreck be in crashdetails.txt?  It's got VisualImage=0 and false.  Don't know which of those would govern.  And it has short time states for LiveTime and AnimationTime.

 

Maybe if VisualImage=1 and true it would override the timing and become permanent.

Edited by czech693
Posted
3 hours ago, Ouky1991 said:

 Hi, a little off topic, but would it be possible to slow down burning animations? They seem way to fast and it's especially noticible with ships. I posted suggestions to devs a couple years back but was ignored

 

We don't have access to their effects editor, but typically that tool would let you control the speed of rotation, and buoyancy of the smoke and flame particle textures as they are written into the animation script.  

  • Thanks 1
  • Stonehouse changed the title to Prolonged smoke and fire for crashed aircraft
Posted
15 hours ago, czech693 said:

Maybe if VisualImage=1 and true it would override the timing and become permanent.

So my, quite possibly flawed, understanding is that the format for the line you are talking about is:

 

//VisualImage=ID,model_or_effect,cast_shadows[,debris_effects]
//ID:                    INT:    0 - visible everywhere, 1 - visible inside, 2 - visible outside
//model_or_effect:        STRING:    path to model file (mgm) of effect file (epl)
//cast_shadows:         BOOL:    cast shadows from object or not
//[,debris_effects]:    BOOL:    optional parameter, show effects on object debris or not

 

I did try fiddling with the last parameter line but didn't get anywhere. Still could be the key to getting wrecks to stay around but likely I didn't populate it correctly or used bad syntax. Perhaps worth more experimentation.

 

So having ID = 0 in crash details I believe just means visible everywhere. Changing it to 1 would be detrimental I think based on the above.

 

16 hours ago, Ouky1991 said:

but would it be possible to slow down burning animationas?

Don't how to do that, we can't fiddle with the efx files where is likely is configured. Doesn't mean someone can't figure out a way just I don't know how at present. People like Lizlemon are much more knowledgeable about these things.

 

Also - dropped the beta tag and updated the first post with release version.

  • Thanks 2
  • Stonehouse changed the title to Prolonged smoke and fire for crashed aircraft mod
Posted

Just tried this and working great here Stonehouse. Thanks!! Great mod. Love the explosion after the crash too.

Posted

Are we looking at the same file?  This is the .txt file I was talking about.

 

data/(null)/luascriptss/worldobjects/trash/crashdetails.txt

 

class_name = "CBatchTrashAnimated"

VisualImage=0,"graphics\effects\Air\crashDetails.epl",false
visualradius=2
SoundScript=""

Animation=50311
LiveTime=3.33
AnimationTime=3.33
Ranges=1,0.01,0.9,0
Drag=0.2

Posted (edited)
14 hours ago, czech693 said:

Are we looking at the same file?  This is the .txt file I was talking about.

Yes. The line you were referring to was:

 

VisualImage=0,"graphics\effects\Air\crashDetails.epl",false

 

I believe the full syntax of this line is as I quoted previously:

VisualImage=ID,model_or_effect,cast_shadows[,debris_effects]

 

where each parameter is:

ID:                                INT:    0 - visible everywhere, 1 - visible inside, 2 - visible outside
model_or_effect:        STRING:    path to model file (mgm) of effect file (epl)
cast_shadows:           BOOL:    cast shadows from object or not
[,debris_effects]:       BOOL:    optional parameter, show effects on object debris or not

 

So, in crashdetails.txt - the ID = 0 which means visible everywhere, the effect being used is graphics\effects\Air\crashDetails.epl and the effect should not cast shadows as the boolean is set to false. The very last part is an optional parameter and in crashdetails.txt is not given. It is possible that this last parameter might result in the wrecks hanging about but my experiments so far did not have that result. As I said I quite probably didn't populate this parameter correctly. I also tried increasing the live time and animation times, but it unfortunately didn't change anything I could see. Please feel free to continue experimenting, I would really be pleased if you could figure it out as I've run out of ideas at the moment.

 

PS Sorry to the people who've already downloaded the mod. I accidentally left some WIP files in the folders without realizing. I've cleaned this up and reuploaded the mod.

Edited by Stonehouse
  • 2 weeks later...
Posted

The flames and smoke look good.  They last a long time.  So, the goal now is to extend the time before despawn?  I tried changing values in crashdetails.txt.

 

LiveTime=600

AnimationTime=600

 

It appeared to me that the debris remained around the crash sites for a considerable time.  I flew around the first one over five minutes then went and shot down a second, and then returned to the first site and it still had debris.  We're not expecting a fuselage or wing, are we?

 

crash debris 2.JPG

crash debris 3.JPG

crash debris.JPG

Posted (edited)

The issue was that aircraft that "crashed" mostly intact rather than a hole in the ground despawn fairly quickly. It does seem to be linked to any crew that are parachuting down in that the despawn seems to wait - I think - until after they land and despawn. I guess the small pieces of debris around the crash site is nice but you really aren't going to notice it from another aircraft in flight and so I didn't worry about it and focused on the smoke and fire which is quite visible while you fly around. Keeping the crash landed aircraft around longer would be better but I could not find a way to do it.

Edited by Stonehouse
  • Like 1
Posted

I'm happy with the continuous burn and smoke.  IRL if the fuel burns long enough most of the structure is consumed anyway (except engines) and only objects outside of the fuel burn area are left intact.  Some crash sequences with wings flying off hundreds of feet away seem a bit overdone, especially from a vertical dive into the ground.

  • 1 month later...
Posted

FYI while this mod is likely fine, I have not checked it yet against the new patch files. Will try to get time over the next day or so. 

Posted

I believe this mod is ok as is post 5.101. No changes required.

Posted

Don't believe 5.1.01b required any changes for this mod

  • 3 weeks later...
Posted

No issues found post 5.102, believe this mod ok as it is.

  • Thanks 1
  • 3 weeks later...
Stonehouse
Posted

No issues found post 5.103, believe this mod ok as it is.

  • Like 1
  • 1 month later...
Posted

Believe no changes required for this mod post 5.104

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