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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    RK's explosions - Updated

    Scheduled Pinned Locked Moved Modding & Tools
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    • D Offline
      D4rkstalker
      last edited by

      I have updated RK's explosions to the latest version of FAF.

      Additional changes:

      • Damage toggle - Explosions can now be toggled to deal damage (numbers still needs tweaking)

      • Added generic Experimental explosions - Experimentals without a custom death thread will now have a semi randomized explosion sequence. compatible with all mods in theory, as long as the Experimental's death thread does not override the vanilla one

      Screenshot 2026-09-18 123050.png
      Citadel from blackops, one of the few blackops experimentals without a custom death thread

      e8acc057-0cb7-47ca-8739-614cdc05ebea-image.png
      Aeon spaceship from orbital wars, after categorizing it as an experimental

      Screenshot 2026-09-18 124128.png
      Cybran experimental flying carrier, from brewlan

      Screenshot 2026-09-18 124222.png
      Seraphim spaceship from orbital wars, after categorizing it as an experimental

      nomadsN BlackrobeB 3 Replies Last reply Reply Quote 2
      • nomadsN Offline
        nomads @D4rkstalker
        last edited by

        @D4rkstalker Thanks for the MOD, I've tried it.
        Here are the special effects from the Sanctuary Shattered Sun demo attached.

        SSS1b.gif

        SSS02.gif

        1 Reply Last reply Reply Quote 0
        • BlackrobeB Offline
          Blackrobe @D4rkstalker
          last edited by Blackrobe

          @D4rkstalker Nice work. I've tested it in 2 of the campaigns: Mission 2 Dawn FA, where there was no problem. I also tested with stand alone Mission Fort Clarke. There was a problem at the beginning of this mission in that you only had control of 2-3 units of your initial forces. Also, I recall that each faction had their own distinct strategic weapon explosion in RK's explosions, in either skirmish or campaigns. Where as your version seems to have standard or albeit very indistinct explosions. For example, Cybran had a distinct red variation nuclear explosion, and Aeon had distinct green variation nuclear explosion.

          D 1 Reply Last reply Reply Quote 0
          • nomadsN Offline
            nomads @D4rkstalker
            last edited by

            @D4rkstalker This is a great mod. Thanks for keeping it updated.

            Has anybody given DLSS5's neural rendering a shot on 32-bit classic games (like SCFA) lately?
            https://github.com/jlrouzies-fr/DLSS5-Feeder

            ForgedAlliance 01.jpg

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            ForgedAlliance 03.jpg

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            • D Offline
              D4rkstalker @Blackrobe
              last edited by

              @Blackrobe
              I haven't tried the custom campaigns yet, I'll take a look

              @Blackrobe said:

              Also, I recall that each faction had their own distinct strategic weapon explosion in RK's explosions, in either skirmish or campaigns.

              Yeah I remember them having that too. the old version on the mod vault was v12, my updated version was based on the github v13, I guess they removed it for some reason. I should be able to add that back in without too much trouble

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