Arty Particle System Modifications…
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FACTS:
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Flares burn for 6 seconds.
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Flares are NOT aerodynamic objects. Meaning that when they are deployed and burning, they STAY in that position (speed is reduced from plane speed to 0 within less than 1.5 second). They are NOT traveling in plane’s path losing altitude.
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Flare from the point it is dropped will loose approx 200 feet in altitude before burn-out.
Hope devs can reconfigure the code to react like this.
Thanx for the Input Raptor.
1. I guess the BMS guys are seeing this cause I haven’t touched this setting. By default they are on for 10 sec’s well they fade till the 10 sec’s. This is easily doable.
2. When u say “STAY” some mysterious force has them hover? Or u mean they don’t fall down that quick?.
When u say “They are NOT traveling in plane’s path losing altitude” ? I believe the cartridge ejects it and milliseconds or simultaneously they fire up… Also I believe they follow the rules of gravity and the speed the plane has. Also those values are set from the BMS team didn’t touched them like gravity inherit plane’s velocity etc…3. I believe u cover that with number 1… Well AFAIK I don’t have a tool to measure how many feet looses the flare in 6 sec’s. I can make her go off in 6 sec’s but the feet will have to be like the looks like 200 feet… we can try if u like…
Now about the aerodynamic object I don’t believe that there is a different approach to the subject all photos and vids say it looks like a tear drop also I tried to mimic the effect we had in OF where all where more than happy with it and it was default in 4.7 IIRC. Sorry but couldn’t have input by someone that has seen them go off so close like a pilot or a photographer looking it close through len’s (not photo to have the shutter effect others say…) or binoculars…
Also to that aerodynamic… If u take a closer look at the day picture the 6th 7th and 8th flare’s looks way rounded than the first ones… So it’s not always that teardrop… Also the more speed the plane has the more teardrop will look when it comes out (first sec’s of it’s life) and that is how we see it in pics and vids. And I don’t believe that much on that shutter thing… not totally, but I don’t believe that the human eye is that fast to see her in total round ( I know a bit about photography).
What I would change above all u said (well I did it a bit but more is needed) is the size (how thick) the smoke is specially in the beginning… I believe it’s way too thick.
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2. I think he means the flare has very high drag, or is ejected with negative velocity relative to the aircraft, so that it assumes a vertical fall to earth in 1.5 sec.
Flares are probably subject the gravitational forces.
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Just some progress on the Flare…
6 sec’s done…
I fly over the see at 200feet and tweak to meet the 200 feet fall… that’s a tough one… I’m at 400 right now…
High drag added… luminance on the smoke got smaller…
Streak got smaller… thus flare not that long at high speeds, gets more rounded later on.
Smoke got thinner and starts fluffy sooner… also not so linear for that long time…
Flare itself got a bit smaller… I believe it’s way bigger.
I try to make comparison of real photos and vids with the new effect params to much up the same sense…Have to reignite the fadeout effect of the flare cause it just pops out… this is just a reminder for me… lol
Night and NVG tests, other aircraft tests…Also can please someone else confirm what Raptor wrote so to avoid that after a while someone tells that flare dispensers are different based on block version or red side they are bigger or brighter and so on and so forth…
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2. I think he means the flare has very high drag, or is ejected with negative velocity relative to the aircraft, so that it assumes a vertical fall to earth in 1.5 sec.
Flares are probably subject the gravitational forces.
Which would make sense since you wouldn’t want a heat seeker chasing a flare that was flying along with your aircraft
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Just some more progress on the Flare…
6 sec’s done in a way, read on…
Fly over the sea doesn’t work cause at sea they go off… At the ground they bounce.
High drag added…
Gravity went almost to zero…
I believe Raptors parameters can’t be done with current code… At least I can’t do it. The best I got is about at around 400 - 500feet. Whatever settings the minimum speed of the flare is 100feet per sec. To achieve this instead of a life of 6 seconds I set it to 5 seconds.luminance on the smoke got even smaller…
Streak got way smaller… thus flare not that long at high speeds, gets more rounded later on.
Smoke got thinner and starts fluffy sooner… also not so linear for that long time… (In photos - vids where u start to see the smoke (overlay area of flare-smoke) is about half the diameter of the flare.
Flare itself got a bit smaller… (done)
Tweaked the small flare parts to get more and mix up with the trail smoke… looks nice at night, ugly dark parts at day…
I try to make comparison of real photos and vids with the new effect params to much up the same sense…To Do:
Night and NVG tests, other aircraft tests…
Make the flare Way brighter only on NVG…
Make the small flare parts brighter.AGAIN: Can please someone else confirm what Raptor wrote so to avoid that after a while someone tells that flare dispensers are different based on block version or red side they are bigger or brighter and so on and so forth…
Edit: Wow I’m uploading a video right now. I tweaked lot’s of things and made the smoke a bit more grey… Personally I believe they look great… specially the blending of the flare with smoke I believe is perfect… This engine is great if u offer her ton’s of time… but as always let’s hear it from the experts first… If no changes wanted than Day settings are done… all that will remain will be ultra high brightness for NVG’s…
And the video:
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Here’s a reference for some flares:
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and
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and probably the most famous one:
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In reality flares spins in the air, so the smoke trail is twirling, like in this last video where it’s clearly visible.
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In reality flares spins in the air, so the smoke trail is twirling, like in this last video where it’s clearly visible.
LOL Well Just yesterday night I did the exact that thing… Not that much thought… Maybe need to be more fluid…
Also have in mind:
1. Everything in Falcon is in scale.
2. Most of that twirling is made from the wind and heat exhaust from the engines. Current code doesn’t affect the flare it’s self. It should affect the smoke trail but ain’t that obvious… I should test in inclement weather…
3. Lot’s of effects in static pics are ugly but superb when animated… the above looks way better when animated.
4. I want to end this flare thing and move on to CT and plane parts falling from the sky… LOL -
LOL Well Just yesterday night I did the exact that thing… Not that much thought… Maybe need to be more fluid…
Also have in mind:
1. Everything in Falcon is in scale.
2. Most of that twirling is made from the wind and heat exhaust from the engines. Current code doesn’t affect the flare it’s self. It should affect the smoke trail but ain’t that obvious… I should test in inclement weather…
3. Lot’s of effects in static pics are ugly but superb when animated… the above looks way better when animated.
4. I want to end this flare thing and move on to CT and plane parts falling from the sky… LOLYes, i saw it in the video, the smoke-trail rotation. I think the effect looks pretty much as real videos now, especially from distance, when the flare begins to fall dead and the trail curves.
Great work! Now let’s do the crap!!!
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First Link Updated…
Hope u like the changes…
Civilization came to the mod’s… LOL -
Heads up guys First post download link updated.
Before u complain I fixed an issue. Now u can choose if u have IT-BMS Israel Theater ON or not.
Thanx. -
First Link Updated…
1st of all a big thanks for the F4Patch guide as it helped me create a F4Patch directory for Molnibalage’s SAM tweaks, etc.
Unfortunatly the new tracers don’t seem to work (there are’nt any) using the installer.
Thanks to your F4Patch guide I was able to expand the installer and it seems that you’re copying tracernewv5.dds and tracernewgrv5.dds
but still referencing the older v4 in particlesys.ini################################################# # TRACER TEXTURES Arty # ################################################# definetexture=tracernewv4 texture.filename = tracernewv4.dds texture.blendmode=ADD definetexture=tracernewgrv4 texture.filename = tracernewgrv4.dds texture.blendmode=ADD
Hope this helps.
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OOOOpppppssss… thanx Ramsay
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1st of all a big thanks for the F4Patch guide as it helped me create a F4Patch directory for Molnibalage’s SAM tweaks, etc.
Unfortunatly the new tracers don’t seem to work (there are’nt any) using the installer.
Thanks to your F4Patch guide I was able to expand the installer and it seems that you’re copying tracernewv5.dds and tracernewgrv5.dds
but still referencing the older v4 in particlesys.ini################################################# # TRACER TEXTURES Arty # ################################################# definetexture=tracernewv4 texture.filename = tracernewv4.dds texture.blendmode=ADD definetexture=tracernewgrv4 texture.filename = tracernewgrv4.dds texture.blendmode=ADD
Hope this helps.
Is this SAM patch available?
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Sorry guys Ramsay is right and the problem wasn’t only with tracers all my mods where 2 versions back.
I just corrected the files and uploaded. First post updated.
Once again Sorry and thanx Ramsay.
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There is a strange behavior with my F4Patch which I don’t know if it’s the way it works but it works ok as for he files and for apply - unapply the patch.
When u apply the patch with Israel Off u close the program. Than u open it to unapply and u see both Israel On and Israel Off checked…
This is confusing and I don’t know why this happens and how to correct it. But when u unapply from the correct option (Israel Off) it gives u an error message.
Before the error message it says that unapplied the patch.
Now don’t worry your files are replaced correctly and everything worked as it should. I don’t know why it gives this error message but if u look at it even that we are at Israel Off it checks for the particlesys.ini file that is in Israel On…
Bottom line: The tool works as it should just confuses cause it shows ticked both Israel On and Israel Off. So u have to distinguish this by your self.
Another way to overcome this is to create two different exe files one for Israel and one for stock.
I believe after the new coming major BMS update this will be solved cause using the same particlesys.ini file that Israel has for the stock without the Israel theater installation works just fine and will save ppl from this.If someone knows and there is a way to fix this please give me the info.
Also I saw 2 downloads in my new upload… err I had an error and re uploaded the file… Now it’s ok.
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There is a strange behavior…
If someone knows and there is a way to fix this please give me the info.The install lists and files match exactly for both patches so when F4Patch scans for each patch it detects both as applied.
(1) add a dummy file (ie. a text file) to one of the [CopyInfo] file lists to act as a flag for when the user has patched for IT-BMS
or better
(2) Differentiate each “IT-BMS Installed and On” Patch by adding a comment to each “particlesys.ini.new” in the “IsraelOn” folder so the files don’t match the duplicates.
################################################# # Arty Israel On Flag to Differentiate Install # # for later uninstall # #################################################
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Sorry m8 I didn’t get u… Could u please be more detailed?