Arty Particle System Modifications…
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hmmm strange…
IIRC it was taking the root dir and made changes to the rest… So it should work…
Are you sure you are on stock Korea?
I mean no changes in the particle system file?As a hack the particlesys.ini.new file if renamed and placed in correct folder will apply the mod.
As a tip try to copy paste the file particlesys.ini.orig
to
C:\Falcon BMS 4.33 U1\Data\Terrdataerase particlesys.ini
rename particlesys.ini.orig to particlesys.ini
Now if you run the patch it should work as advertised…
Arty,
my apologies for answering a bit late, a bunch of things of my real life to be done in time before.
Let me tell you that I followed the same process above you’ve pointed out to without previous agreement - I’m going to become a true unknown genius as you and Nikos are within a century or less, huh. :lol: The results when I did the try were: “no way, boy try again another time”.
But I’m going to do all things from scratch again tomorrow, please let me only now if you in case have updated the file with a new version of it, as I seem to understand you did.Remember no refunds after you left the store… :rofl:
Sure? I know who you are and where you’re living in, so if that goes wrong expect soon a ‘friendly’ visit by mine with a pair or so of many appreciated presents I’m famous for - ask Nikos about if you don’t trust me :lol: :lol: :lol:
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:lol:
No m8 I didn’t update the file. Me also, real life is holding me back.
sent from my Xperia Z3 compact via TapaTalk
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Thanks for the very quick reply, mate.
Well, I’m going to try again from scratch as promised and I’ll let you know further - ah, I was to forget to tell you that I was in KTO when I made my first attempt, of course.Have a bandit day and sleep a bit in trouble, bud :lol:
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Arty,
I’m back (just as Schwarzenegger, but on my side for my second time only, huh :lol: ).
My apologies as first for having taken a little too much time, but I had several tasks in my RL to be done before. Sorry the same for having made you waiting for me, mate!
Then, please don’t take your breath too long: your utility works fine also with 4.33.1, as you would sure now at this time.
I succeded. The trick with that ‘particlesys.ini.orig’ file you’ve suggested to apply saved the day effectively, and after having done that all went out like a charm.
Glad, in case, for having helped you a little, one matter less to be worried for. Right?Take care, with my best compliments and regards,
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Thank you Jackal…
This means more time for IKAROS.sent from my Xperia Z3 compact via TapaTalk
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I’m getting this on 4.33u3
Any chance for an update?
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this is not an update issue IIRC.
hmmm strange…
IIRC it was taking the root dir and made changes to the rest… So it should work…
Are you sure you are on stock Korea?
I mean no changes in the particle system file?As a hack the particlesys.ini.new file if renamed and placed in correct folder will apply the mod.
As a tip try to copy paste the file particlesys.ini.orig
to
C:\Falcon BMS 4.33 U1\Data\Terrdataerase particlesys.ini
rename particlesys.ini.orig to particlesys.ini
Now if you run the patch it should work as advertised…
Remember no refunds after you left the store… :rofl:
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Hi Arty, I was also getting this error. Thanks to your hack all is now great in the BMS world :bdance:
Regards
Fubar
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Original 4.35 section for Heat Blur:
id=$ps_aircraft_heat_effect lifespan=0 handled=1 visibledistance=1800 inheritvelocity=0 alpha=1 size=10 texture=heat drawtype=poly run=heat-blur-trail run=aircraft_exhaust id=heat-blur-trail # Do not edit ! visibledistance=1500 alpha=1 texture=heat drawtype=poly streak.amount=1 initialvelocity=1 gravity=-1 drag=.1 bounce=0 trail.type=new trail.emissionrate=30 trail.emissionratevariation=0 trail.lifespan=.1 trail.initialsize=5 trail.initialgrowthrate=150 trail.inheritvelocity=1 trail.randomvelocity=0 trail.dragfactor=.3 id=aircraft_exhaust # Do not edit ! visibledistance=1500 diffusecolor=.7 .7 .7 alpha[0]=.05 alpha[.5]=0 size[0]=2 size[.1]=4 drag=.1 drawtype=poly poly.rotationrate.variation=30 poly.rotation.initialvariation=360 texture=trail0 gravity=-1 inheritvelocity=1 trail.type=new trail.emissionrate=25 trail.emissionratevariation=3 trail.lifespan=.1 trail.initialsize=4 trail.initialgrowthrate=15 trail.inheritvelocity=1 trail.randomvelocity=0 trail.dragfactor=.3
New for more realistic Heat Blur:
id=$ps_aircraft_heat_effect lifespan=0 handled=1 visibledistance=2500 inheritvelocity=0 alpha=1 size=5 texture=heat drawtype=streak run=heat-blur-trail run=aircraft_exhaust id=heat-blur-trail # Do not edit ! visibledistance=2500 alpha=1 size[0]=5 texture=heat drawtype=streak streak.amount=1 initialvelocity=100 gravity=-1 drag=.1 bounce=0 trail.type=new trail.emissionrate=30 trail.emissionratevariation=.05 trail.lifespan=.5 trail.initialsize=5 trail.initialgrowthrate=250 trail.inheritvelocity=100 trail.randomvelocity=0 trail.dragfactor=.3 id=aircraft_exhaust # Do not edit ! visibledistance=7500 diffusecolor=.7 .7 .7 alpha[0]=.05 alpha[.5]=0 size[0]=2 size[.1]=4 drag=.1 drawtype=poly poly.rotationrate.variation=30 poly.rotation.initialvariation=360 texture=trail0 gravity=-1 inheritvelocity=1 trail.type=new trail.emissionrate=25 trail.emissionratevariation=3 trail.lifespan=.1 trail.initialsize=4 trail.initialgrowthrate=15 trail.inheritvelocity=1 trail.randomvelocity=0 trail.dragfactor=.3
Also if you want to have the heatblur always visible set in falcon bms.cfg this value:
set g_nJetHeatShaderMaxSpeed 2250 // Jet Heat Exhaust will disappears when speed (in knots) exceed this value (default 250 knots)
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Original 4.35 section for Heat Blur:
id=$ps_aircraft_heat_effect lifespan=0 handled=1 visibledistance=1800 inheritvelocity=0 alpha=1 size=10 texture=heat drawtype=poly run=heat-blur-trail run=aircraft_exhaust id=heat-blur-trail # Do not edit ! visibledistance=1500 alpha=1 texture=heat drawtype=poly streak.amount=1 initialvelocity=1 gravity=-1 drag=.1 bounce=0 trail.type=new trail.emissionrate=30 trail.emissionratevariation=0 trail.lifespan=.1 trail.initialsize=5 trail.initialgrowthrate=150 trail.inheritvelocity=1 trail.randomvelocity=0 trail.dragfactor=.3 id=aircraft_exhaust # Do not edit ! visibledistance=1500 diffusecolor=.7 .7 .7 alpha[0]=.05 alpha[.5]=0 size[0]=2 size[.1]=4 drag=.1 drawtype=poly poly.rotationrate.variation=30 poly.rotation.initialvariation=360 texture=trail0 gravity=-1 inheritvelocity=1 trail.type=new trail.emissionrate=25 trail.emissionratevariation=3 trail.lifespan=.1 trail.initialsize=4 trail.initialgrowthrate=15 trail.inheritvelocity=1 trail.randomvelocity=0 trail.dragfactor=.3
New for more realistic Heat Blur:
id=$ps_aircraft_heat_effect lifespan=0 handled=1 visibledistance=2500 inheritvelocity=0 alpha=1 size=5 texture=heat drawtype=streak run=heat-blur-trail run=aircraft_exhaust id=heat-blur-trail # Do not edit ! visibledistance=2500 alpha=1 size[0]=5 texture=heat drawtype=streak streak.amount=1 initialvelocity=100 gravity=-1 drag=.1 bounce=0 trail.type=new trail.emissionrate=30 trail.emissionratevariation=.05 trail.lifespan=.5 trail.initialsize=5 trail.initialgrowthrate=250 trail.inheritvelocity=100 trail.randomvelocity=0 trail.dragfactor=.3 id=aircraft_exhaust # Do not edit ! visibledistance=7500 diffusecolor=.7 .7 .7 alpha[0]=.05 alpha[.5]=0 size[0]=2 size[.1]=4 drag=.1 drawtype=poly poly.rotationrate.variation=30 poly.rotation.initialvariation=360 texture=trail0 gravity=-1 inheritvelocity=1 trail.type=new trail.emissionrate=25 trail.emissionratevariation=3 trail.lifespan=.1 trail.initialsize=4 trail.initialgrowthrate=15 trail.inheritvelocity=1 trail.randomvelocity=0 trail.dragfactor=.3
Also if you want to have the heatblur always visible set in falcon bms.cfg this value:
set g_nJetHeatShaderMaxSpeed 2250 // Jet Heat Exhaust will disappears when speed (in knots) exceed this value (default 250 knots)
Hey Arty
Is it safe (speaking about fps performance) to include that by default in the dev branch ? If yes then i’ll do it
Cheers
BB -
I never had any issues, sure fps is impacted specially with the heat blur.
Guys here using it from 4.33 can say if they had any issues.Further more for the flares mod I believe they where not flashing in the pit.
Maybe something similar can be done for the arresting hook sparkles, Edit: which I was told that light up the pit.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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IMHO its too big the heatblur i mean sure it gained some movement and its not like a static box behind the plane but also got a lot bigger covering a huge area almost till half of the plane. Something between the original and your mod Arty would be ok? I mean yeah get rid of the “box” but a bit smaller are to cover in yours? My bad i didnt take any screenshot to show
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Hi Arty,
1. Do you know where can I remove missile exhaust fire and smoke/contrail?
2. Can I leave those exhaust/smokes for default weapons but disable them for a specific weapon?I want to remove exhaust/smokes of an invisible(simulated) missile fired in Korea Training Theater:
https://www.benchmarksims.org/forum/showthread.php?40300-Korea-Training-Theater-(including-CATMs-that-can-simulate-missile-fire) -
Hi Arty,
1. Do you know where can I remove missile exhaust fire and smoke/contrail?
2. Can I leave those exhaust/smokes for default weapons but disable them for a specific weapon?I want to remove exhaust/smokes of an invisible(simulated) missile fired in Korea Training Theater:
https://www.benchmarksims.org/forum/showthread.php?40300-Korea-Training-Theater-(including-CATMs-that-can-simulate-missile-fire)Hi , maybe look at SIM/MISDATA folder that has all the idividual missile dat files?
Cheers
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Hi , maybe look at SIM/MISDATA folder that has all the idividual missile dat files?
Cheers
Can I create a new dat file and apply it to new SimWeaponData in DB?
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Can I create a new dat file and apply it to new SimWeaponData in DB?
I cant tell 100% I dont know the procedure as i never tried it. Even on aircraft i use existing files. Im sure that someone here of the devs will help.
I just thought that the weapon u want already uses existing file.Στάλθηκε από το SM-G970F μου χρησιμοποιώντας Tapatalk
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I think Missile/Bomb Ptr of SimWeaponData can be row numbers minus 2 of a .dat file name listed in mistypes.lst
However, even if I added new .dat files to mistypes.lst, Apply new Missile Ptr to new Weapon CT data, than change contrail or mistrail numbers in .dat file, or remove Particle sys files list from .dat file, nothing has changed in 3D. -
IMHO its too big the heatblur i mean sure it gained some movement and its not like a static box behind the plane but also got a lot bigger covering a huge area almost till half of the plane. Something between the original and your mod Arty would be ok? I mean yeah get rid of the “box” but a bit smaller are to cover in yours? My bad i didnt take any screenshot to show
I have already answered this with official document here:
https://www.benchmarksims.org/forum/showthread.php?8582-Smoke-and-Flare-files&p=113664&viewfull=1#post113664Also as for the full high (kill me… lol) detail level for ramp starts I would like to see those tooo…
if you are willing to take photos measure the distances compared to the doc.
Have in mind that this is a dynamic thing and measurements will never be the exact came as the doc, I tried to be as close as I could with maaaaaaaany experiments.
Also if you observe real pictures you will find that regarding the volume on the ground it’s way bigger.And many many many more.
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hmmm I found my initial file where the flare didn’t flash in the cockpit…
Just for reference for me not to search will put the code here as a personal note:### Arty FLARE FX ####################################################### #Start definetexture=flarenew.dds texture.blendmode=ADD definetexture=flarenewsmalls.dds texture.blendmode=ADD id=$FLARE lifespan=10 2 visibledistance=80000 texture=flarenew.dds drawtype = streak streak.amount=0.01 .0001 emissivecolor[0]= 1 1 1 light.color = .8 .6 .3 light.size[0] = 23 light.size[.5] = 20 light.falloff = 0.00001 light.flicker = .01 initialvelocity=0 inheritvelocity=1 drag=.3 bounce = 1 gravity=1 size[0] = 6 size[0.1] = 4 size.chaoticvariation[0.01] = 2 alpha[0] = 1 alpha[.5] = 1 alpha[1] = 0 run=bms-Flare-1 run=bms-Flare-2 run=bms-Flare-smalls id=bms-Flare-1 ;smoke lifespan=10 2 visibledistance=80000 emissivecolor=1 1 1 diffusecolor= 1 1 1 alpha[0]= .35 alpha[1]= 0 size[0]=3 gravity=0 texture=trail0 drawtype=poly poly.shading[0]=1 poly.shading[.4]=0 trail.type=new trail.emissionrate = 25 trail.emissionrateVariation = 5 trail.lifespan = 10 2 trail.initialSize = 2.5 trail.initialgrowthRate = 3 trail.inheritvelocity = .01 trail.randomvelocity = 3.5 0.5 trail.dragfactor = .1 id=bms-Flare-2 emissivecolor= 1 .8 .65 visibledistance=80000 texture=trail0 drawtype=none poly.shading[0]=1 poly.shading[.4]=0 size[0]=4 alpha[0]= .7 trail.type=new trail.emissionrate = 500 trail.emissionrateVariation = 0 trail.lifespan = 0.065 trail.initialSize = 2.1 trail.initialsizevariation =0.5 trail.initialgrowthRate = 5 trail.inheritvelocity = .01 trail.randomvelocity = 5 trail.dragfactor = 1 id=bms-Flare-smalls lifespan = .5 2 visibledistance=80000 texture=flarenewsmalls.dds drawtype = poly ;streak emissivecolor[0]= 1 .6 .4 initialvelocity=0 inheritvelocity=1 drag=.6 ;.3 bounce = 1 gravity=1 size[0]=3 ;7 ;10 ;11 size[0.1] =1 ;5 ;8 ;9 size.chaoticvariation[0.01] = 2 alpha[0] = 1 alpha[.5] = 1 alpha[1] = 0 #End of Arty Flare
And this must be the latest version of it:
### Arty FLARE FX ####################################################### #Start #definetexture=flarenew.dds #texture.blendmode=ADD #definetexture=flarenewsmalls.dds #texture.blendmode=ADD id=$FLARE lifespan=5 2 visibledistance=80000 texture=flarenew drawtype = streak streak.amount=0.001 .0001 ;0.01 .0001 emissivecolor[0]= 1 1 1 light.color = .8 .6 .3 light.size[0] = 23 light.size[.5] = 20 light.falloff = 0.00001 light.flicker = .01 initialvelocity=10 -1 inheritvelocity=1 drag= .00000001 ;1 ;.3 bounce = 1 gravity= .00000001 #acceleration=-100 size[0] = 3.5 ;4 ;6 size[0.1] = 2 #size.chaoticvariation[0.01] = 2 alpha[0] = 1 #alpha[.5] = 1 #alpha[0.5] = 0.5 #alpha[1] = 0 #alpha[1]=0 run=bms-Flare-1 run=bms-Flare-2 run=bms-Flare-smalls id=bms-Flare-1 ;smoke lifespan=5 2 visibledistance=80000 emissivecolor=1 1 1 diffusecolor= 0.92 0.92 0.92 ;1 1 1 alpha[0]= .6 ;.35 alpha[0.1]=.25 alpha[0.3]=.001 alpha[1]= 0 size[0]=1 ;3 #size[0.2]=5 ;was not there gravity=1 texture=trail0 drawtype=poly poly.shading[0]=1 poly.shading[.4]=0 trail.type=new trail.emissionrate = 25 ;100 ;25 trail.emissionrateVariation = 5 trail.lifespan = 4 2 trail.initialSize = 1 ;2.5 trail.initialgrowthRate = 5 ;3 trail.inheritvelocity = .0001 ;.01 trail.randomvelocity = -50 -1000 ;3.5 0.5 trail.dragfactor = 99 ;.1 id=bms-Flare-2 emissivecolor= 1 1 .91 ;1 .98 .6 ;1 .8 .65 visibledistance=80000 texture=trail0 drawtype=none poly.shading[0]=1 poly.shading[.4]=0 size[0]=2 ;4 alpha[0]= 1 ;.5 ;.7 trail.type=new trail.emissionrate = 200 ;500 trail.emissionrateVariation = 0 trail.lifespan = 0.015 ;0.065 trail.initialSize = 0.7 ;1 ;1.1 ;2.1 trail.initialsizevariation =0.25 ;0.5 trail.initialgrowthRate = 5 trail.inheritvelocity = .01 trail.randomvelocity = 5 trail.dragfactor = 1 id=bms-Flare-smalls lifespan = 2 2 visibledistance=6000 texture=flarenewsmalls.dds drawtype = poly ;streak emissivecolor[0]= 1 .88 .51 ;1 .6 .4 initialvelocity=0 inheritvelocity=1 drag=.6 ;.3 bounce = 1 gravity=1 size[0]=3 ;7 ;10 ;11 size[0.1] =1 ;5 ;8 ;9 size.chaoticvariation[0.01] = 2 alpha[0] = 1 alpha[.2] = 0.5 alpha[1] = 0 trail.type=new trail.emissionrate = 100 trail.emissionrateVariation = 0 trail.lifespan = 0.015 ;0.065 trail.initialSize = 1.1 ;2.1 trail.initialsizevariation =0.5 trail.initialgrowthRate = 5 trail.inheritvelocity = .01 trail.randomvelocity = 5 trail.dragfactor = 1 #End of Arty Flare
Again this post is a personal note… don’t get confused and download or alter things, and don’t have very high hopes on it…
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Arty i see this was initially for 4.33. Does it work in 4.34 or 4.35?