F-16 new vapor effect
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I wish the pull up sound changes too. The now different DCS added a very realistic pull up sound effect that can be heard from the cockpit.
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@Alfred do u mean the sound effect or warning system?
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@sheref the pull sound (air dynamics) not warning
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@Alfred give me a link for the sound u want and i will make it 4 u
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@kouzi thanks!!!
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@sheref said in F-16 new vapor effect:
@Alfred give me a link for the sound u want and i will make it 4 u
this one, at high altitude when the pilot pulls on the stick it sounds quite different from what we get in BMS, DCS is very near that sound. Please take a look:
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@Alfred did u try my 4.36 wip mod it has this effects
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This changes ACdata. Have you tried it in MP?
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@Alfred said in F-16 new vapor effect:
I wish the pull up sound changes too. The now different DCS added a very realistic pull up sound effect that can be heard from the cockpit.
It is not a “pull up sound” … it is when air flow get turbulent mostly because AoA. And you have it in BMS even “more” accurate than in DCS in terms of AoA “range”.
Has been defined using RL recording from an F-16 pilot noting the AoA and recording the sound tape in order to reproduce the same range and volume.
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@kouzi I did checked the effect (Only yesterday, sorry) and I must say it does look better than what I created. great work!
Now, I’m thinking of adopting it for BMS F-16s in the DB, but I think maybe 2 small adjustments can still be done:
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This is easy and a must - All defined chains that have 0 effect (i.e all 0 values) should be removed, I counted 15 that can be removed in your data, which will leave us with just 16 chains. All needed to be done is to remove those lines and change the number from 31 to 16.
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IMHO (and I may be wrong as there is no easy/right answer here) you can still do some separation between vapor level 1 and 2. Currently you have 0 and 1 which look very nice overall, but maybe level 2 (Which does mean more extreme vapor conditions in the code) can have a bit “heavier” vapor amount (i.e more chains that will build on top of the wings and upper body). I think keep level 0 and level 1 as what you have already and maybe add a bit more for level 2.
#2 is only a suggestion, after years of working with such effects (Particle system, vapor etc) I know there is no way to get it “right” for everyone and all conditions, so there is no really right/wrong here.
Please tell me what you think and if you want to try and improve it a bit more. Anyway let me know, I think we will use your work by default anyway
Cheers!
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Hi @I-Hawk
my idea is simple,just want to falcon bms make better.
so you can modify code,make it better.
in this respect ,you are experts
If time permits,i will try LV2 effect.
sorry my bad english. :man-bowing:
cheers
kouzi -
How is this?
3 levels…
level 0
level 1
level 2
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@kouzi - Cougar and me tried to improve a bit your great work on the vapor. I think this is now more or less what I meant. Makes level2 a bit stronger. I think we will use this vapor edit of yours as the base and commit it into BMS F-16s by default.
Thank you for great work!
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I am glad to see the outcome
my idea LV2 vapor effect show like photo
what do you think?
cheers
kouzi
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I like it but is the particlesys going to be able to support it?
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in bms 4.35 add code to particlesys and show effect like photo,but in bms 4.36 to no effect.
cheers
kouzi
id=aircraft_exhaust-2 ;do not edit visibledistance=150 diffusecolor= 1 1 1 alpha[0]= .022 alpha[.5]= 0 size[0] = 2 size[.1] = 12 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 = 12 trail.initialgrowthRate = 15 trail.inheritvelocity = 1 trail.randomvelocity = 0 trail.dragfactor = .3 windfactor[0] = .5 windfactor[.4] = 5.0 1.5
id=TRAIL_VORTEX lifespan= .5 handled=1 visibledistance = 10000 inheritvelocity=1 alpha[0]= .050 alpha[1]= 0 texture=vapor1 size[0]= .01 ;was 1.01 diffusecolor= 1 1 1 gravity=0 drawtype=non streak.shading[0]=.05 streak.shading[.2]=001 ischain = 1 chain.alpha[0] = 0.025 chain.alpha[0.65] = 0.35 chain.alpha[0.85] = 0.3 chain.alpha[1] = .25 chain.randomposition = 3 chain.color= 1 1 1 chain.number = 1 Run=aircraft_exhaust-2 id=TRAIL_VORTEX2 lifespan= .2 handled=1 visibledistance = 10000 inheritvelocity=1 alpha[0]= .25 alpha[5]= 0.5 texture=vapor1 size[0]=0.005 drawtype=poly diffusecolor= 1 1 1 gravity=0 drawtype=flat ischain = 3 ;WAS 1 chain.alpha[0] = 0.025 chain.alpha[0.65] = 0.35 chain.alpha[0.85] = 0.3 chain.alpha[1] = .25 chain.randomposition = 0.25 chain.color = 1 1 1 chain.number = 3 Run=aircraft_exhaust-2
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@kouzi I can take a look and see if I can get it to work.
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@cougar56th
great~~ -
@kouzi said in F-16 new vapor effect:
in bms 4.35 add code to particlesys and show effect like photo,but in bms 4.36 to no effect.
cheers
kouzi
id=aircraft_exhaust-2 ;do not edit visibledistance=150 diffusecolor= 1 1 1 alpha[0]= .022 alpha[.5]= 0 size[0] = 2 size[.1] = 12 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 = 12 trail.initialgrowthRate = 15 trail.inheritvelocity = 1 trail.randomvelocity = 0 trail.dragfactor = .3 windfactor[0] = .5 windfactor[.4] = 5.0 1.5
id=TRAIL_VORTEX lifespan= .5 handled=1 visibledistance = 10000 inheritvelocity=1 alpha[0]= .050 alpha[1]= 0 texture=vapor1 size[0]= .01 ;was 1.01 diffusecolor= 1 1 1 gravity=0 drawtype=non streak.shading[0]=.05 streak.shading[.2]=001 ischain = 1 chain.alpha[0] = 0.025 chain.alpha[0.65] = 0.35 chain.alpha[0.85] = 0.3 chain.alpha[1] = .25 chain.randomposition = 3 chain.color= 1 1 1 chain.number = 1 Run=aircraft_exhaust-2 id=TRAIL_VORTEX2 lifespan= .2 handled=1 visibledistance = 10000 inheritvelocity=1 alpha[0]= .25 alpha[5]= 0.5 texture=vapor1 size[0]=0.005 drawtype=poly diffusecolor= 1 1 1 gravity=0 drawtype=flat ischain = 3 ;WAS 1 chain.alpha[0] = 0.025 chain.alpha[0.65] = 0.35 chain.alpha[0.85] = 0.3 chain.alpha[1] = .25 chain.randomposition = 0.25 chain.color = 1 1 1 chain.number = 3 Run=aircraft_exhaust-2
Interesting… is this screenshot from 4.35? And the added effect is those “clouds” above the wings?
But, from your ParticleSys code I don’t understand, this effect will run for every “chain” definition, means even the long vortex at level 0.
Anyway, I will check it later today but please tell what is the added effect that you do see in 4.35 and not 4.36.
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the photo is bms 4.35 screenshot ,simulation vapor above the wings .
I send message for you, you can check my bms 4.35 particlesys file.
kouzi