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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
}
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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

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FlakFlash_v1.0.lua

Edited by stevey666
  • Like 2
Posted
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.

  • Thanks 1
Posted
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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