Particlesys misdata help please
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For bombs is pretty straightforward, only 2 lines., but how with the missiles.
The question is when and what to use where ?
#–---------------------------------------------------
Particle sys files
#-----------------------------------------------------
psGroundImpact _GP1000lb -missile ground impact. ex. Agm-65 MISS -?
psMissileKill _GP1000lb -missile hits and kills -?
psFeatureImpact _GP1000lb -missile hits and destroy a feature -?
psBombImpact _GP1000lb -?
psArmingDelay -?
psExceedFOV -?
psRocketBurst -?Thank you
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Hey,
Answers inline. Take the last 3 as not 100% sure.
psGroundImpact _GP1000lb -missile ground impact. ex. Agm-65 MISS -? Yes
psMissileKill _GP1000lb -missile hits and kills -? - Yes - This is for explosions on vehicles/Aircrafts
psFeatureImpact _GP1000lb -missile hits and destroy a feature -? - Yes - Not necessarily destroy but hits
psBombImpact _GP1000lb -? - If the missile is treated like a bomb (There is a flag in the code and I think a corresponding checkbox somewhere, sorry for vague memory) then you need this to be same effect as the missile-kill or feature impact. e.g GBU-15
psArmingDelay -? - I think expired flight time
psExceedFOV -? - I think when missile loses track and decides it has no chance to hit (Maybe it’s relevant for AA/SA missiles only)
psRocketBurst -? - Not sure if used for missiles, I think only rocketsTechnically, the ground impact should be a “miss” effect, the arming delay and ExceedFOV should be an “airborne explosion” and the missile kill, feature impact and bomb impact should be “Hit” effect.
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psBombImpact _GP1000lb -? - If the missile is treated like a bomb (There is a flag in the code and I think a corresponding checkbox somewhere, sorry for vague memory) then you need this to be same effect as the missile-kill or feature impact. e.g GBU-15
Great
Thank you I-Hawk, … If you lead me right, I think the switch (flag) is ‘Bomb warhead’ (also from memory ) in weapons db. Eg, Agm145C and gbu you’ve named already. Scud and Frog also could be involved.Cheers.
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Yes correct that’s the flag. And sure NP
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I’m developing Korea Training Theater which has CATM-120 models in the DB as a “rack” and invisible missile flies instead when you pickle CATMs.
If possible I’d like to remove the trail/hit effect from CATMs but keep it enable on Actual AIM-120s.
It seems each impact effect is defined in Sim/Misdata/*.dat like:
psGroundImpact
but I can’t find the missile trail smoke variable. which should be linked to “id=trail_smokeless_missile” in particlesys.ini
I’d guess there is some kind of ps****** variable but if not written on *.dat it will use the default id.Can you give me ps****** variable name?
ie:
psMissileTrailOrSomething trail_smokeless_missile
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Yes. In missile .dat file:
mistrail 47
In PS ini:
id=trail_smokeless_missile # Like AIM-120 lifespan=1 handled=1 visibledistance=100000 inheritvelocity=1 alpha[0]=.015 alpha[1]=0 texture=trail1 size[0]=4 drawtype=poly diffusecolor[0]=.87 .87 .77 diffusecolor[1]=.7 .7 .6 gravity=0 drawtype=poly trail.type=new trail.emissionrate=30 trail.emissionratevariation=6 trail.lifespan=9 .9 trail.initialsize=2.5 trail.initialsizevariation=0.23 trail.initialgrowthrate=7 trail.inheritvelocity=.01 trail.randomvelocity=1.8 .22 trail.dragfactor=.1 trail.rotationratevariation=50 [color]trail.number=47[/color]
I think using mistrail 0 in .dat file will be enough to cancel the trail.
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Thank you I-Hawk!
tried changing aim12c.dat to
mistrail 0 contrail 0 ```worked. However when I tried adding "catm120c.dat" it doesn't work. What I did was: 1\. Copy "aim120c.dat" and rename it to "catm120c.dat" 2\. Add "catm120c" below the last line of "mistypes.lst", which is L209 3\. Copy SimWeapondata "A120C" and change the "Missile Ptr" to 207 (because of the first line of mistypes.lst seems to indicate total .dat file numbers, and Ptr index seems to starts with 0) 4\. Change "CATM-120" CT to use the newest SimWeapon Data (with Missile Ptr 207) Is there any missing procedure to add a new missile to DB? Another Question: Where can I remove the explosion effect of the missile?
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Did you increased by 1 the index number in the mistype.lst file (first line) because you added a new entry ?
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@Bad:
Did you increased by 1 the index number in the mistype.lst file (first line) because you added a new entry ?
Ah that should be it! thanks.
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Hi, I-Hawk I have another question.
I edited Data\TerrData\particlesys.ini as follows
id=_blank lifespan=0 visibledistance=0 id=_blank_hit lifespan=0 visibledistance=0 sound.id=422 sound.looped=0 sound.volume=1 id=_blank_fire lifespan=0 visibledistance=0 sound.id=423 sound.looped=0 sound.volume=1
And added lines to my Add-On Theater\Sounds\f4sndtbl.txt
# 422 Internal Cockpit Hit CATM Common\1955_voice.ogg 0 0 99999 0 1000 -10000 I 0 11 0 # 423 Internal Missile Launch CATM Common\1500.ogg 0 0 99999 0 1000 -10000 I 0 11 0
These are beep sounds when invisible CATM hits.
I edited Add-On Theater\Sim\Misdata\catm120.dat which is new data files I created
psGroundImpact _blank_hit psMissileKill _blank_hit psFeatureImpact _blank_hit psBombImpact _blank_hit psArmingDelay _blank_hit psExceedFOV _blank_hit psRocketBurst _blank_fire
I wanted to change missile fire and hit sound to beep sounds that indicate simulations missile hits.
However, still, missile fire/hit sounds are those of default.
are there any other lines I have to edit to apply missile-dependent fire/hit sounds? -
First one particlesys is not the path to the Add-On theater?
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BMS4.35 all theater refers to default KTO particlesys.ini
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I wanted to change missile fire and hit sound to beep sounds that indicate simulations missile hits.
However, still, missile fire/hit sounds are those of default.
are there any other lines I have to edit to apply missile-dependent fire/hit sounds?AFAIK that should work yes. The missile itself is configured right? I mean if you put any existing effect name in 1 of those lines (Say psGroundImpact) and activate it, do you see the PS effect executed?
Also it could be that an effect must have some variables, maybe lifespan should be not 0 in order to work and possibly also basic stuff should exist (I mean I’m not sure if PS can work for sound alone, so for test you can create a simple particle, some dummy smoke texture with alpha 0 and lifespan 1 second and then it’ll not be seen anyway)
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thank you I-Hawk
maybe lifespan/visible distance should not be 0
I copied _harm-explosion and edited it for CATM invisible trail smoke.
This also worked for the new hit sound.
Unfortunately, it seems fire sound is not defined in Misdata*.dat nor particlesys.ini so editing f4sndtbl.txt will change all missile fire sounds.definesoundgroup=gs_catm group.id=44 group.id=422 id=_catm-explosion visibledistance=1 lifespan=10,1 drawtype=none inheritvelocity=1 addemitter emitter.id=catm-impact emitter.mode=emitonce emitter.rate=1 emitter.domain=sphere 0 0 0 1 1 0 emitter.target=sphere 0 0 0 10 10 1 id=catm-impact visibledistance=1 alpha=0 lifespan=1 drawtype=none inheritvelocity=.001 sound.group=gs_catm sound.looped=0
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You mean the sound you hear when missile is fired? IIRC that is also adjustable but I could be wrong, have to check that…
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You mean the sound you hear when missile is fired? IIRC that is also adjustable but I could be wrong, have to check that…
yeah that’s what I am looking for the way
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Uffff sorry I see that this is a hardcoded sound
In order to remove or change it we will need to add a variable…
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Uffff sorry I see that this is a hardcoded sound
In order to remove or change it we will need to add a variable…
Oh okay, thanks for researching.
BMS is still allowing a wide variety of things to modify. It’s a great sim to try tweaking.