Starshell & Very Light Objects UT
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Thread: Starshell & Very Light Objects UT

  1. #1

    Icon22 Starshell & Very Light Objects UT


    A new entry has been added to Add-Ons Library, category CFS 2 Scenery - Library objects

    Description: Starshell & Very Light objects for CFS2 by UncleTgt


    This zip contains a range of signal flare & starshell objects for use as eye-candy when writing missions.


    They are configured as vehicle objects, so can appear to be "mobile", & can be spawned using triggers & events in your missions.


    verylight_UT
    ==================
    The very light appears to launch from the ground & reaches an altitude of 300mtrs. It's flare effect lasts for approximately 40 seconds.




    starshell_1050
    starshell_1200
    starshell_900
    ==================
    The starshells use the offset in the DP file to set their initial altitude


    1050 = 1050m
    1200 = 1200m
    900 = 900m


    I used Fleet Air Arm illumination flare dropping instructions to arrive at these altitudes. The flare lasts for approximately 240-270 secs.


    Unfortunately, these are not true lights, so I'm afraid no real illumination benefit can be seen - CFS 2's night is still as black as black can be!


    The screengrabs were mostly taken at dusk, just after sunset.


    But perhaps these effects are still useful as mission events to help with the immersion factor.


    To install, unzip the download to a temporary location & move/ copy files to the matching folder names inside your chosen CFS 2 install.


    Thanks to


    Allen for his Making Exploding Objects using FS2002 Tools & Tutorial
    Arno Gerretsen for ModelconverterX, such a clever & versatile tool


    This is freeware and subject to the usual conditions


    UncleTgt
    JUN 2021

    To check it out, rate it or add comments, visit Starshell & Verey Light Objects UT
    The comments you make there will appear in the posts below.

  2. #2
    Hi UncleTgt
    Let there be more Light.
    Cheers
    Stuart

  3. #3

    Another very interesting subject...my mind's thinking where can I use this....

    Great stuff.

    Cheers

    Shessi

  4. #4
    Library Staff
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    I took the Corsair on the test flight and the effects look great.

    Thanks very much UT!

  5. #5
    That's an innovative idea.
    Cheers,

    Captain Kurt
    ------------------------------------------------------
    "Fly, you fools!" Gandalf the Gray

  6. #6
    Thank you UncleTgt, this is really a unique addon. CFS2 continues to live on...

  7. #7
    Thanks for the kind comments guys.

    My interest was sparked by reading of the BPF operations at Sakishima. At one point an Avenger pilot ditched close to one of the islands & stayed in his raft until dusk. Only then did he use his flare pistol to attract attention.

    So I started to wonder how such a mission could be constructed. The existing work either had rafts as ships, or starshells as aircraft. Neither is optimal, & each one takes up a model slot, which gets us closer to the circa 100 model limits when people start having trouble.

    Then I remembered that Talon had changed the Volcano effect into a vehicle, so it could move with damaged ships, so I started to play around with objects & effects configured as vehicles.

    The starshell object followed on, mainly as I was reading about disembarked Fleet Air Arm squadrons operating in the Western Desert during '41-'42. Some Wellington night bomber squadrons were instructed not to bomb without FAA Albacores accompanying them for target illumination purposes.
    Their SOP was to drop flares from 6-7000ft & these would ignite at about 3000ft to provide 4 mins of illumination. During this time the Wellingtons would find a suitable target point & drop on that point...

    So again, I wondered how CFS 2 might be able to mimick such an activity, & the starshell vehicle object was the result.

    Advantages

    - not a SHIP or AIRCRAFT model, so doesn't contribute to the c.100 limit.
    - can be spawned mid-mission, so with clever use of triggers & events, SAR missions become possible

    Disadvantages

    - because the effect is in the "EXTRAS" section of the DP file, it never switches off. This is OK for single cycle effects such as these, less useful for smokescreens & the like, as they never switch off.

    Anyway, glad you like the concept, I hope they get some use.

  8. #8
    SOH-CM-2023 Ravenna's Avatar
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    Icon14

    Fascinating stuff. Thanks UT!

  9. #9
    Senior Administrator Rami's Avatar
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    Icon14 Reply...

    UncleTgt,

    Very nice job on these, I'm looking forward to experimenting with these!
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

    My campaign site: http://www.box.net/shared/0k1e1rz29h
    My missions site: http://www.box.net/shared/ueh4kazk3v
    My scenery site: http://www.box.net/shared/knb1l0ztobhs2esb14rb

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