One Particlesystem mod
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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).
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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).
I would think its the glow that make them more red, the bullet texture has a white core with red border, the main purpose has been the visibility with Night Vision Goggles and that unfortunately make them look less good at day and night without nvg’s. But hopefullt there is a chance that the battlefield “lights” up with NVG’s on
I dont know how the RP4 install but you can always re-download this one if neededCheers
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well fenrir flare is the same thing… IIRC flare looks good on both night and day… Also In my mod I reduced the flare light sphere so it doesn’t glow inside the pit…
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well fenrir flare is the same thing… IIRC flare looks good on both night and day… Also In my mod I reduced the flare light sphere so it doesn’t glow inside the pit…
But can they be seen at far distances with nvg? It’s no problem to make something look good at close distance, but to make it work close and far and nvg, well then there might be compromises. Haven’t played much with light settings so maybe that can improve something?
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well distance is also declared, I dont think this would be a problem.
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well distance is also declared, I dont think this would be a problem.
No m8, I don’t think you understand, it’s not a visible distance problem, the problem is in size, you know, the nvg enhance light, look how big the 7.63mm rounds look like in the videos because the nvg make us see light that we don’t see with our eyes, this mean that a small light can be seen from further distance in nvg but the nvg in BMS is not a real nvg and you need to try to make the small light big at distance, and at the same time make it small at close distance
Cheers
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well this is a scale thing. and updates - upgrate thing. trying to overlap this u miss the other. pilot seas both far near day night.
if this rule was used all would be big, ungly and unreal by close up. -
Great mod….anyway, how do I get this red colour off the close few bullets?, I changed the tracer to a white hot (personal choice) and reduced the size of the tracer but can’t shake the red (or green sometimes), any clues?.
as you can see the first few tracer leaving the f-16 are red, is this what I change and to what?
id=$TRACER_FIRE visibledistance=24000 lifespan=5 alpha[0]=1 emissivecolor[.9] = 1 1 1 emissivecolor[1] = 0 0 0 size[0] = 1 size[.3] = .1 texture=flare drawtype=streak streak.amount = .010 .5 run=TRACER_PT2 id=TRACER_PT2 visibledistance=24000 alpha[0]=1 emissivecolor[.9] = 1 1 1 emissivecolor[1] = 0 0 0 size[0] = 1 size[.3] = .1 texture=flare
Cheers.
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updated link? (current one not working).
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Hi Redfalcon
I’m not sure, but try to use “color” instead of “emissivecolor”, if you haven’t tried/done that already.
It should be the lines under RedForces and BlueForces that is to be changed.
The lines in your post I don’t know what they do, or more exact, what tracers they apply to.@javelina1
The link worked for me just the other day.Regards
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Right mouse click on the file link… then select the “Save Link as” to save the file to your computer.
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Im a bit curious those green tracers how does it look in real life especially in
?fenrir please:
+correct the “tracerfire” delay“streak.amount = .025 .72”
+upload into a dropbox account, much easier to download (even if you edit locally it will be upload every time the latest version)
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Miror please? The link does not work (I hate rapidshare… too much ads)
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Awesome! Thanks, mate!
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DL link isn’t working for me.
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DL link isn’t working for me.