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Multi-Colored Flak on IJN Ship AA

rbp71854

PTO Solomons ,PTO Rising Sun, ETO Expansion
During my research on the Battle off Samar it was stated that some of the AA cloudbursts were colored to bracket the U.S. aircraft' elevation.

Any one with info on haw to change the flak color on selected ships.

Help would be appreciated.

Cheers
 
https://www.fischer-tropsch.org/primary_documents/gvt_reports/USNAVY/USNTMJ Reports/USNTMJ-200E-0114-0122 Report 0-11.pdf

The IJN did indeed develop colored burst shells for AA purposes. The USN Technical Mission to Japan produced Report O-11, "Japanese Illuminating and Colored Burst Projectiles," which detailed the origin and nature of these type of shells. This report's introduction noted that it was not easy to find IJN officers with detailed knowledge of these type of shells, but they eventually tracked down two officers whose recollections synched up. The report indicated that these shells were used in the Type 89 12.7 cm AA mount. According to the IJN officers, the best colors were red, black, and white as they did not dissipate with sunlight and the shells used a type of red phosphorus mixed with other chemicals to achieve the effect.

As to how widespread these shells were is much less clear. The USN Technical Report speculated that not many of these shells were produced by the end of the war. The authors not only cite the few IJN personnel with detailed knowledge of these shells as evidence, but also that there were hardly any of these shells in the Home Islands' arsenals for proper evaluation. Yet the US Strategic Bombing Survey's Interrogations of Japanese Officials Q & A with Captain Kato Kenkichi, who was Musashi's executive officer in 1944, asserts that his ship received the shells:

Q. Did you use colored bursts in your anti-aircraft shells? A. Yes, each ship in the division had a different color. Red, blue, white or conventional black bursting charges were used to identify ships fire. I am uncertain when this colored ammunition first reached the fleet, but I think that it was first used in the Marianas engagement.

Kato's testimony is at odds with the the USN Technical Report's conclusions, but is congruent with its other findings such as the colors the Japanese used. While the colored shells were probably not as ubiquitous as recreations like Battle 360 or veterans' reminisces, but they were likely an element of the 1944 air battles.

It would require some new effects to be developed. Start with the standard 5 in. flak script, and then substitute new textures (e.g. colorpuff#) to define a new effect name (colorflak#). Then create new gun/weapon files that access the new effect. Then each ship uses that new gun shooting the color flak of your choice.
 
Thanks Andy. I will give it try and see I can coble something together.

ps; Found this in guns folder: eto_red_flak_gun.xdp

I will try to work with this and see if applicable
 
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Not any luck in figuring a multi colored flack cloud burst yet.

But in my research have found that the japanese did use colored tracers and I have been able to set that up in my testing spawn.

Will continue to look for a method for the cloud burst
 
I think it looks excellent!

"Not any luck in figuring a multi colored flack cloud burst yet."

This is from the stock a_m8halftrack.xdp. I notice that 2 guns are different from the other 2 (is that prototypical?).

If all four barrels were a different gun firing a different colour, would that work?

<GunStations>
<GunStation UpLimit="60" DownLimit="5" LeftLimit="180" RightLimit="180" RateLimit="60" SystemID="engine_one" Tracer="20" Trainable="1" Trigger="0"
Type="50calBrowningM2_gun" Name="50 cal" ConvergeDistance="0" Pitch="0" MaxAmmo="1000"/>
<GunStation UpLimit="0" DownLimit="0" LeftLimit="0" RightLimit="0" RateLimit="0" SystemID="engine_one" Tracer="20" Trainable="0" Trigger="0"
Type="30cal_gun" Name="30 cal" ConvergeDistance="0" Pitch="0" MaxAmmo="3000"/>
<GunStation UpLimit="0" DownLimit="0" LeftLimit="0" RightLimit="0" RateLimit="0" SystemID="engine_one" Tracer="20" Trainable="0" Trigger="0"
Type="30cal_gun" Name="30 cal" ConvergeDistance="0" Pitch="0" MaxAmmo="3000"/>
<GunStation UpLimit="00" DownLimit="5" LeftLimit="180" RightLimit="180" RateLimit="10" SystemID="engine_one" Tracer="20" Trainable="1" Trigger="0"
Type="37mm_gun" Name="37mm" ConvergeDistance="0" Pitch="0" MaxAmmo="300"/>
</GunStations>
 
That may be a possibility. I wonder if that is set up to select the a particular weapon in a mission or a particular gun is engaged depending upon the target.

I only modified one of the AA chin guns in the ship so you get both regular flak bursts. So you get both red and black bursts, however the limitation of the red is that you don't get a bright light explosion.
 
Can you explain exactly what you did or post the effects lines from the flak_round.xml?

I'm no expert but if you take the stock fx_flak_s (as an example) and change it to something like fx_flak_s_red and then do the same for the group effects then change the smoke color to the relevant effects, you should get the desired effect.

Stock:

<fx_flak_s ClassName="GroupEffect" Effect0="Air_Debris_Flak1_add" Effect1="Air_Explosion_Flak_SML_Add1" Effect2="Air_light_Flak1_SML" Effect3="Air_Smoke_Flak_SML_end1" Effect4="Air_Smoke_Flak_SML_end2" Effect5="Air_Smoke_Flak_SML_end3" Effect6="snd_flak"/>

I used this "method" to make custom smoke grenades and rockets:

<fx_Smoke_Grenade_Violet ClassName="GroupEffect" Effect0="Smoke_Grenade_Violet_Start" Effect1="Smoke_Grenade_Violet_Trail_One" Effect2="Smoke_Grenade_Violet_Trail_Two"/>
<Smoke_Grenade_Violet_Start ClassName="ParticleEffect" EmitterShape="Point" EmitterRadius="0" EmitterLifetime="5" EmitterPosX="0.0" EmitterPosY="0.0" EmitterPosZ="0" ZBias="0.0" EmissionAngleHoriz="180" EmissionAngleVert="90" EmissionSpread="8" EmissionRate="80" EmissionRateVar="0" InitialDelay="0" InitialCount="0" MinDistance="30" MaxDistance="1200" StopMethod="1" ZSort="1" UprightSprite="0" RandomStartRotation="1" RandomRotationDirection="1" Lifetime="2" LifetimeVar="0" Speed="20" SpeedVar="0" MaxSpeed="1000" MaxSpeedVar="0.0" Accel="-40" AccelVar="0.0" AccelTime=".5" Gravity="0" Drag="0" DragDelay="0.0" InheritVelocity="0" Size="1.8" SizeVar=".4" MaxSize="30" MaxSizeVar="0" GrowRate="2.1" GrowRateVar="0" RotationRate="60" RotationRateVar="20" FadeInTime=".6" InitialColor="179 174 174" InitialAlpha="120" Color="600 300 100" Alpha="100" FadeOutTime="1.2" FinalColor="600 300 100" FinalAlpha="0" Texture="cloudpuff.DDS" BlendMode="QuadSprite"/>
<Smoke_Grenade_Violet_Trail_One ClassName="TrackEffect" FlatTrack="0" Lifetime="0" InitialDelay="0" ParticleLifetime="3" FadeInTime=".25" FadeOutTime=".5" PosX="0" PosY="0" PosZ="0" CountSegments="1600" SegmentLength="10" Width="1" WidthGrow="1.5" InitialAlpha="0" InitialColor="600 300 100" Alpha=".20" Color="600 300 100" FinalAlpha="0" FinalColor="600 300 100" BlendMode="QuadSprite" Texture="grenade_trail.dds" ZBias=".03"/>
<Smoke_Grenade_Violet_Trail_Two ClassName="TrackEffect" FlatTrack="0" Lifetime="0" InitialDelay="0" ParticleLifetime="5" FadeInTime=".25" FadeOutTime=".2" PosX="0" PosY="0" PosZ="0" CountSegments="1600" SegmentLength="10" Width="3" WidthGrow="1.5" InitialAlpha="0" InitialColor="600 300 100" Alpha=".40" Color="600 300 100" FinalAlpha="0" FinalColor="600 300 100" BlendMode="QuadSprite" Texture="grenade_trail.dds" ZBias=".03"/>
<Violet_ground_smoke ClassName="ParticleEffect" EmitterShape="sphere" EmitterRadius="1" EmitterLifetime="50" EmitterPosX="0.0" EmitterPosY="9.0" EmitterPosZ="0.0" ZBias="0.003" EmissionAngleHoriz="90" EmissionAngleVert="359" EmissionSpread="25" EmissionRate="1.5" EmissionRateVar="0" InitialDelay=".01" InitialCount="0" MinDistance="30" MaxDistance="3000" StopMethod="0" ZSort="0" UprightSprite="0" RandomStartRotation="1" RandomRotationDirection="1" Lifetime="25" LifetimeVar="10" Speed="3.5" SpeedVar="3" MaxSpeed="8.0" MaxSpeedVar="3.0" Accel="1" AccelVar="1" AccelTime="1" Gravity="0" Drag=".010" DragDelay="0" InheritVelocity="1.5" Size="25" SizeVar="10.0" MaxSize="50" MaxSizeVar="10" GrowRate="9.5" GrowRateVar="3" RotationRate="35" RotationRateVar="25" FadeInTime=".1" InitialColor="600 300 100" InitialAlpha="100" Color="600 300 100" Alpha="100" FadeOutTime="9" FinalColor="600 300 100" FinalAlpha="0" Texture="smoke2.dds" BlendMode="QuadSprite"/>
 
Started off first copying and renaming 20mm_AA_gun_red to ijn-20mm_AA_gun_red gun file and ijn-20mm_AA_round_red weapon file.
That way existing files are not changed. If i was more experienced in this area I am sure there is a way to set it up so you get a proper explosion effect of the flak and not just the smoke.

ijn hagura_marker-shell ship

<GunStation UpLimit="85" DownLimit="0" LeftLimit="90" RightLimit="90" RateLimit="40" SystemID="left_cheek_gun" Tracer="100" Trainable="1" Trigger="0" Type="ijn-20mm_AA_gun_red" Name="AA Gun" ConvergeDistance="0" Pitch="0" MaxAmmo="3000"/>

Guns

ijn-20mm_AA_gun_red

<Gun GunType="flak_gun" SoundName="c127_land" Range="2500" Rate="12.50" MuzzleVelocity="800" TimeAlive="12" Noise="1.5" DefaultWeapon="ijn-20mm_AA_round_red"/>


weapons
ijn-20mm_AA_round_red

<Weapon WeaponType="flak_gun" ImpactDice="1" ImpactDieSize="1" ImpactOffset="25" BlastDice="1" BlastDieSize="1" BlastOffset="25" BlastRadius="2" FireDice="1" FireDieSize="1" FireOffset="1" ExplodeEffect="red_flak_l_explosion2" GroundEffect="" MissEffect="red_flak_l_Smoke" AirEffect="fx_red_flak_l" WaterEffect="" TracerEffect="fx_tracer_20mm_red"/>

effects entries
<red_flak_l_explosion ClassName="ParticleEffect" EmitterShape="Point" EmitterRadius="0" EmitterLifetime=".15" EmitterPosX="0.0" EmitterPosY="0.0" EmitterPosZ="0.0" ZBias="0.0" EmissionAngleHoriz="0.0" EmissionAngleVert="0.0" EmissionSpread="900" EmissionRate="20" EmissionRateVar="10" InitialDelay="0" InitialCount="0" MinDistance="30" MaxDistance="3500" StopMethod="0" ZSort="0" UprightSprite="0" RandomStartRotation="1" RandomRotationDirection="1" Lifetime=".19" LifetimeVar="0" Speed="10" SpeedVar="0.0" MaxSpeed="0" MaxSpeedVar="0.0" Accel="0" AccelVar="0.0" AccelTime="0.0" Gravity="0" Drag="0.0" DragDelay="0.0" InheritVelocity="0" Size="7" SizeVar="1" MaxSize=".0001" MaxSizeVar=".001" GrowRate=".02" GrowRateVar="0" RotationRate="500" RotationRateVar="400" FadeInTime=".05" InitialColor="500 50 20" InitialAlpha="255" Color="500 50 20" Alpha="140" FadeOutTime=".05" FinalColor="125 0 0" FinalAlpha="0" Texture="fireball_additive2.dds" BlendMode="Add"/>
<red_flak_l_explosion2 ClassName="ParticleEffect" EmitterShape="Point" EmitterRadius="0" EmitterLifetime=".15" EmitterPosX="0.0" EmitterPosY="0.0" EmitterPosZ="0.0" ZBias="0.0" EmissionAngleHoriz="0.0" EmissionAngleVert="0.0" EmissionSpread="900" EmissionRate="20" EmissionRateVar="10" InitialDelay="0" InitialCount="0" MinDistance="30" MaxDistance="3500" StopMethod="0" ZSort="0" UprightSprite="0" RandomStartRotation="1" RandomRotationDirection="1" Lifetime=".20" LifetimeVar="0" Speed="10" SpeedVar="0.0" MaxSpeed="0" MaxSpeedVar="0.0" Accel="0" AccelVar="0.0" AccelTime="0.0" Gravity="0" Drag="0.0" DragDelay="0.0" InheritVelocity="0" Size="16" SizeVar="1" MaxSize=".0001" MaxSizeVar=".001" GrowRate=".02" GrowRateVar="0" RotationRate="500" RotationRateVar="400" FadeInTime=".05" InitialColor="500 50 20" InitialAlpha="255" Color="500 50 20" Alpha="140" FadeOutTime=".05" FinalColor="500 50 20" FinalAlpha="0" Texture="debris8add.dds" BlendMode="Add"/>
<red_flak_l_light ClassName="ParticleEffect" EmitterShape="sphere" EmitterRadius="1" EmitterLifetime=".1" EmitterPosX="0.0" EmitterPosY="0" EmitterPosZ="0.0" ZBias="0.01" EmissionAngleHoriz="0.0" EmissionAngleVert="0.0" EmissionSpread="0" EmissionRate="0" EmissionRateVar="0" InitialDelay="0" InitialCount="1" MinDistance="30" MaxDistance="3500" StopMethod="0" ZSort="0" UprightSprite="0" RandomStartRotation="1" RandomRotationDirection="1" Lifetime=".15" LifetimeVar="0" Speed="0" SpeedVar="0" MaxSpeed="600" MaxSpeedVar="0.0" Accel="0" AccelVar="0.0" AccelTime="0.0" Gravity="0" Drag="0.0" DragDelay="0.0" InheritVelocity="0.0" Size="48" SizeVar=".5" MaxSize="50" MaxSizeVar="0" GrowRate="2500" GrowRateVar="0" RotationRate="5" RotationRateVar="5" FadeInTime=".05" InitialColor="500 50 20" InitialAlpha="120" Color="500 50 20" Alpha="120" FadeOutTime="0.1" FinalColor="500 50 20" FinalAlpha="0" Texture="dr_spike_head.dds" BlendMode="Add"/>
<red_flak_l_Smoke ClassName="ParticleEffect" EmitterShape="sphere" EmitterRadius="1" EmitterLifetime=".1" EmitterPosX="0.0" EmitterPosY="-.4" EmitterPosZ="-.6" ZBias="0.0" EmissionAngleHoriz="0" EmissionAngleVert="0" EmissionSpread="800" EmissionRate="0" EmissionRateVar="0" InitialDelay=".10" InitialCount="2" MinDistance="30" MaxDistance="2500" StopMethod="0" ZSort="0" UprightSprite="0" RandomStartRotation="1" RandomRotationDirection="1" Lifetime="15" LifetimeVar="0" Speed="0" SpeedVar="0" MaxSpeed="200" MaxSpeedVar="0.0" Accel="0" AccelVar="0.0" AccelTime="1" Gravity="0" Drag="0" DragDelay="0" InheritVelocity="0" Size="12" SizeVar="2" MaxSize="30" MaxSizeVar="10" GrowRate="1.05" GrowRateVar="0" RotationRate="8" RotationRateVar="4" FadeInTime=".1" InitialColor="500 50 0" InitialAlpha="100" Color="500 50 0" Alpha="90" FadeOutTime="3" FinalColor="500 50 0" FinalAlpha="0" Texture="smokepuff.DDS" BlendMode="QuadSprite"/>
 
20mm_AA_gun_red looks to only reference red tracers. It requires 20mm_AA_round_red which is using fx_eto_flak_20mm: MissEffect="fx_eto_flak_20mm" AirEffect="fx_eto_flak_20mm"

Once you start altering an effect with GroupEffects, you have to also alter those GroupEffects (only if they are not doing what you want). It is laborious process but produces the desired results (most of the time).

I noticed this in the PTO Rising Sun effects.xml:

<fx_red_flak_l ClassName="GroupEffect" Effect0="red_flak_l_explosion" Effect1="red_flak_l_light" Effect2="red_flak_l_Smoke" Effect3="snd_flak" Effect4="red_flak_reflected_light" Effect5="red_flak_l_explosion2" Effect6=""/>

I haven't seen what that does yet but maybe it is the effect that you are looking for?

I'll have a deeper dive on the info you posted but remember, the only thing I am an expert on is consuming pizza and Mai Tais. I do try to learn a little bit about most things.:sneaky:

What is different about the IJN red flak compared to "normal" flak other than the red smoke?
 
The way it's set up now you only get the red smoke bursts which dissipates. What you don't get right now is the bright light explosion.
I sure there must be a way to get a proper flak burst. Just haven't figured it out yet
They may very well be the correct effect to use, the problem i was having is working with the gun station entry of the ship.
 
How's this?:

05DR5Tk.jpg

uIzk6ev.jpg

spWriMT.jpg
 
That's it, that looks more like it should. Can that be set up in a ship. The inj used the flak to help in bracketing aircraft
Sure do appreciate the work.
 
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