Tracers mod2 full download
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Thanks:) glad you like it.
Cheers
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Hi there Fenrir!
Do You think that your MOD will need any modification for Update-5?.
By now, I can tell that the file “particlesys.ini” was not overwrited at all, so It keeps all you MOD up to date… Still, there may be Internal Stuff that could affect BMS <-> MOD relationship.Thanks one more time for your Work!
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Hi m8
I dont think there is any issues to use this mod with U5, as you said the particlesys.ini was not replaced so there are no new data within that file, as far as i understand, the changelog say that the visibility range increased but that shouldnt have any effect on the mod.
Cheers
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yeap whatever particle mod was working for U4 works and for U5. AIRC the change mentioned on the U5 log is code change and not file (particlesys.ini) change. The log says that ps effects that where off at 100kfeet now will show until 300kfeet if they are set so.
So guys don’t worry… -
Thanks once again. :bowd:
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and is a function of time from the creation of the particle. Then the particle acts like any other object, it looks smaller with distance. This is normal for most stuff, smoke etc that expands with time.But with lights it doesnt work perfect.
When i look at lights at night it seems like they arent as sensitive to distance as example a tree, talking about sizes now of course.
When lets say a aircraft is on final you can see the landing light from a far distance and the light seems bigger than the aircraft itself, this (illusion maybe) get “reversed” as the aircraft approaches.I cant remember if i asked I-Hawk or Bonedust this before, i might have asked if the command existed.
But is it possible to have a command to set the particlesize as a function of distance? Somewhere in the future?
I think it could be a good way to simulate light particles.
Maybe my observations regarding lights at night is wrong or just a personal opinion so i wont argue against anyone with another opinion.Any thoughts?
Cheers
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Hmm, I can tell you for sure that I’ve sat at airports and outside airports while watching planes land and the lights look huge from a great distance, the landing lights I’m talking about here.
I think your talking about the wingtip lights, so I can’t verify how large those look in real life as I’ve never seen military aircraft(specifically fighters) landing from a head on position.
But that is a good question.
RAM22
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Hi Brian
I tried to describe what you are saying, but what i mean with reversed is that the aircraft at one point gets bigger than the light. Well sort of
Cheers
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Hi Brian
I tried to describe what you are saying, but what i mean with reversed is that the aircraft at one point gets bigger than the light. Well sort of
Cheers
Oh, okay I see now.
Brian
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AFAIK the lights in BMS are more reflective than source, or that’s how they look to me. For example the nav lights on an aircraft are an image and light code is what you see reflecting on the wings/fuselage etc. I think the light code needs improved in BMS so its more like FSX and DCS. In those sims you can see the strobes/nav lights reflecting on the ground but not so much in the cockpit. More directional manipulation of lights in BMS would be nice for example.
Anyway, adding lights to the tracers doesn’t have the desired glow effect.
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Hi Bonedust
I might have used the word light wrong in my post, what i wished for was a way to simulate light with the size of the particle effect.
As you say the illuminating light is just reflecting on a surface and cant do much for the tracer.Cheers
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lights have nothing to do with the particle system.
u say is the size of the particle texture in feet.Landing lights and airport lights are not controlled by particle system.
Particle system controls the lighting system of the particles… like the flares and the gun traces and the fire explosion or the fire it’s self.
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Im currently working on some new psys effects mods and looked at this one again, im not satisfied with the green color of opfor tracers and started to dig around for references, but the only reference for green tracers are the AK47 type of ammo, every AA-gun ive seen on the net fire red tracers, could the green one be “limited” to AKs ?
And if so i see no reason to have two different colors at all as long as we cant say what weapon uses what tracer. They should all be red as that is what they would shoot at us up there in the sky;) Any input on this?Cheers
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I asked from Hungarian guys. Hopefully we get answer soon.
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Yes they are red
http://en.m.wikipedia.org/wiki/Tracer_ammunition -
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The color on the tip is not important, its what is in the back of the bullet that counts. Normally i would say they are filled with led, the tracer round isnt “filled to the top” but has a magnesium-mixture there, the magnesium ignites as you fire the rifle and burn as designed
In nato countries they use strontium to make it burn red. And if you seen magnesium burn you know it burns very very bright.
About the tracers in bms, as the bullet is round the tracer is also round, and as we have to simulate brightness of the tracers with size of the texture it has to look the way you see them, (at least until its possible to adjust your monitor brightness pixel by pixel) and as the small sized great looking textures get resized to big things they also get uglier.
So to make them visible in the sim you will have to make compromises.Ive had a idea to use the lod=hello_1 100 command but i have not figured out how it work yet.
Cheers
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i click in the download tab and doesn’t happen anything
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