One Particlesystem mod
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Can I have a small request? Did you worked on BLU-107 explosion and smoke effects? With stock BMS4 the effect is very, very FPS consuming. In an empty TE my FPS from 70-80 can be dropped close to 20 even only some BLU-107s are used.
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Can i ask one more feature to be included in your mod? If of course is possible.
We need to adjust the damage done by the BDU-33 bombs, there should be no crater following the impact since the “explosion” is minimum. Only smoke effect is needed.
I think this question was brought up some time ago and iirc the craters are not a part of the particle system.
I know some 3d models shift during different states, like some rocket pods before and after launch, or the durandal para, if the crater is set in the db editor as a “end state” for the bombs it might be possible to set the crater as a “none” or invisible object? But I don’t know.Cheers
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Can I have a small request? Did you worked on BLU-107 explosion and smoke effects? With stock BMS4 the effect is very, very FPS consuming. In an empty TE my FPS from 70-80 can be dropped close to 20 even only some BLU-107s are used.
Yes the Blu-107 is new, it should be less FPS consuming, the problem with stock was that some effects were run twice, I managed to fix most of it. The rocket will still fire twice. Try this one and see if you have better FPS
Cheers
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if the crater is set in the db editor as a “end state” for the bombs it might be possible to set the crater as a “none” or invisible object
Thanks 4 answering,
Where exactly is this configurable?
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Thanks 4 answering,
Where exactly is this configurable?
Im just guessing, I looked in the editor and the crater is a feature and i cant see that you can choose feature for the weapon, maybe someone with database knowlegde will differ though, now i will guess more, a cluster bomb does not produce a crater, right? so what would happen if we set the bdu33 with a cluster flag?
The damage type is also set as “other” what if its set to none?Cheers
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I’ll do my test too and report back.
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Sorry I forgot to pay!!!
Thanks!!! (for this pack!)
Many Thanks!!! (for all the previous test & Works)
Big time THANKS!!! (for decyphering the particlesys.ini, and open another BIG path for improvements, not only visualy, but in performance, inmersion… etc as well as by sharing and cooperating with others!!)
…I have a bag full of THANKS ready for you FENRIR!!! Keep it up!!!
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Great job, Fenrir!
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Versión 1.01!!! What is included/fixed/added??!
T-H-A-N-X-S!!!
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Thanks all !
I updated post #1
- I added the long distance tracers, meaning they are visible with NVG´s at long distance, ricochets too
I have tested it at 5.5nm but they can be seen at longer distnace with NVG´s.
Cheers
- I added the long distance tracers, meaning they are visible with NVG´s at long distance, ricochets too
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This post is deleted! -
New tracers, again, i found out how to get rid of the squares, i had to make “new” textures. I also deleted some particles that i used to build the tracers. This video also show how they look like at aprox 5nm at night with and without NVG.
Hope you like themCheers
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Man I’m sure u worked way much on those tracers… and I respect that way much, but I don’t like them much. The round shape on the start of it and the line after it doesn’t look natural. I mean it cuts from the round to the line very quick when it should ease and transit from the one to the other in a more fluid way… like a looooong teardrop.
Also the glow on the round shape is static and doesn’t degrade-dim from bright to dark, it’s like a halo.
IIRC about the round thing on the start I told u and when u first released your first mod on the tracers.Also IIRC ps has a function to what I say. I mean u put the round dds or one that looks like teardrop and giving it the correct number looks like the tracer line. I remember experimenting with it with the flare and the flare ended up to become like a slim and long line… more like a tracer then a flare. Just needs to find the correct size and shape for the dds and the value for the effect so that those will give the best result.
Looks like snowflakes going up instead of down. Sorry for the joke but it’s the first thing that came in my mind, beside the bullet the passed it long time ago… :lol:
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Yes Arty, i know about the streak and the bullet w/glow, its a compromise i have to do, it’s only visible at 330ft or closer so its not a big issue imo, i might fix that later by correcting the size, but the big gain with this is that you can see the tracers from long distance in your nvg. About the snowflakes, they do glow in nightvision when they are coming for you so thats the way it look like, cant make them disapear without nvg so its another compromise.
The snowflakes you see are the actual bullets, they are the same you see
I made a choice to have a 30mm tracer round as the one we see, so if a ak firing 7.65 or 5.56 it will still show the 30mm tracer. And as everyone shoots at you it may look a bit weird with all those bullets aimed at you.This is what i wanted, and i think i did a pretty good job getting there, wouldnt you agree? even if you dont like them i mean
Cheers
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sure u did… I said it already u did major work here.
well we need besides the day night and a nvg on nvg off mode… looks ok on nvg but not without… thus the compromises… or glow…??? -
sure u did… I said it already u did major work here.
well we need besides the day night and a nvg on nvg off mode… looks ok on nvg but not without… thus the compromises… or glow…???Yes, I can’t make the glow completely disappear on day/night without loosing it with nvg, but I can’t say it can’t be done, just that I can’t, I don’t know the difference is between emissivecolor & diffusecolor then there are light and alpha and the texture blendmode
Cheers
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F16blk52 vs F4 drone AIM-9X trial
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Like the tracer effects… but since installing this, have noticed that when strafing (haven’t tried it air to air), you get RED tracers in the HUD. Surely this isn’t correct?
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Like the tracer effects… but since installing this, have noticed that when strafing (haven’t tried it air to air), you get RED tracers in the HUD. Surely this isn’t correct?
Hi Chris
Do you mean that the color is wrong or do you mean the glow around the tracer?
The color is red as the burning mix contain strontium.
The glow is more visual from the pilots perspective as the alpha for the glow sort of add to each other and as you fire many bullets the low glow for each bullet make a “big” glow. Don’t know how to come around that. IIRC we shouldn’t have tracers for the ammo loaded in the f16’s in BMS?
Or did you ask something else?Cheers
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Thanks Fenrir - I was just surprised how red the bullet path/glow is with your mod - certainly previously you’d see a hint of green but no red. Having just installed Red Flag version 4, I think I now have another modded particlesys.ini file which doesn’t show the strafe rounds as red through the HUD, but hopefully it retains your tracer mods etc. (I believe that the RP4 install also creates a back-up of your pre-existing particleini.sys, so I can revert if needed).