stevey666 Posted 9 hours ago Posted 9 hours ago (edited) Following a suggestion from Rooman296 in the splash damage script - the Flak Flash script enhances nighttime flak fire in DCS by adding explosion light effects. Unlike default DCS, where flak explosions lack additional lighting, this script overlays a configurable explosion at the detonation point, simulating flashes that reflect off nearby aircraft. It will also reflect in the cockpit, leading to a more immersive (and more petrifying) experience. (Note, if you use the latest splash damage 3.4.2 script this is technically already part of it) Youtube Example: The script simulates nighttime flak explosion flashes. By default, it uses an explosive power of 0.0000001, producing a small sound and light flash without smoke or extra damage: local explosive_power = 0.0000001 Setting the value in the script to 20 it creates a larger explosion with a smoke puff. Explosions near clouds generate a significant light flash due to cloud scattering it. See the example video for a demonstration. The refresh rate is set to 0.1 by default, the lower this value then the more accurate the tracking, but the higher the performance cost. local refreshRate = 0.1 Logging can be enabled by setting this to true - (note, initially this was set to true by default for anyone who just downloaded it) local logging_enabled = false --Toggle logging on/off This is for the below ammo types, but i've only tested with 2 of them so let me know if there are issues. The KS19 is the only modern one I think. I'm probably missing out on some newer Japanese ones too so let me know. local FlakShells = { ["weapons.shells.Bofors_40mm_HE"] = { explosive = explosive_power}, --WWII Bofors 40mm AAA, timed fuzes ["weapons.shells.Flak18_Sprgr_39"] = { explosive = explosive_power}, --WWII German 88mm Flak 18, timed fuzes ["weapons.shells.Flak41_Sprgr_39"] = { explosive = explosive_power}, --WWII German 88mm Flak 41, timed fuzes ["weapons.shells.KS19_100HE"] = { explosive = explosive_power}, --Modern Soviet 100mm AAA, timed fuzes ["weapons.shells.QF94_AA_HE"] = { explosive = explosive_power}, --WWII British 94mm AAA, timed fuzes ["weapons.shells.ship_Bofors_40mm_HE"] = { explosive = explosive_power}, --WWII Naval Bofors 40mm AAA, timed fuzes ["weapons.shells.Sprgr_34_L70"] = { explosive = explosive_power}, --WWII German 88mm Flak 36/37, timed fuzes ["weapons.shells.Sprgr_38"] = { explosive = explosive_power}, --WWII German 88mm Flak 38, timed fuzes ["weapons.shells.Sprgr_39"] = { explosive = explosive_power}, --WWII German 88mm Flak 18/36/37, timed fuzes ["weapons.shells.Sprgr_43_L71"] = { explosive = explosive_power}, --WWII German 88mm Flak 43, timed fuzes } -- To use the script you need to add the lua onto the mission as a DO SCRIPT action. Example (from the splash script): https://youtu.be/SPkZbNnSVP8?si=XE1HGd9ULsR5lUCH&t=59 User files: https://www.digitalcombatsimulator.com/en/files/3346486/ Github: https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/master/OtherScripts/FlakFlash_v1.0.lua -- FlakFlash_v1.0.lua Edited 3 hours ago by stevey666 2
MAXsenna Posted 9 hours ago Posted 9 hours ago That looks really cool! Awesome! Sent from my SM-A536B using Tapatalk 1
Jexmatex Posted 8 hours ago Posted 8 hours ago following this topic, very nice idea thanks for sharing 2
Nate--IRL-- Posted 7 hours ago Posted 7 hours ago That's fantastic! Nate 2 Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
razo+r Posted 3 hours ago Posted 3 hours ago 3 minutes ago, Cepacol said: Where do I put the file? Anywhere you want, you just have to find it easily. And how to use it is described in the very first post. Add a trigger and the do script action. 1
Cepacol Posted 3 hours ago Posted 3 hours ago 14 minutes ago, razo+r said: Anywhere you want, you just have to find it easily. And how to use it is described in the very first post. Add a trigger and the do script action. thanks!
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