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Author Topic: New Damage Smoke & Fire v5.3  (Read 4005 times)

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DESPEREAUX

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New Damage Smoke & Fire v5.3
« on: January 27, 2021, 06:03:45 AM »

 Hello everyone!
I present to you a new mod for smokes and flames of a damaged plane! ;D
Finally, these are not solid black stumps pipes!
New behavior, color and textures for flames and smoke.

Update 5.3: Improved the effect in general, fixed some bugs, and fix Me-262 FullThrottle.

Download:

v5.3
https://www.mediafire.com/file/a7hxsxtjcfndcof/!!!_Plane_Damage_Smoke&Fire+v5.3.7z/file

Installation:

Unpack to the root of the game ВАТ, and include in the mod manager.

==================================================================================

Version for anyone: (Checked in 4.12.2)

v5.3
https://www.mediafire.com/file/wodxheoqhf8xliy/!!!_New_Damage_Smoke&Fire+v5.3_ALL.7z/file

Installation.

1.Option:
Place the "!!! _ Plane_Damage_Smoke & Fire v5.3" folder in the mods folder.

For example #SAS.
Option 2:
Place the folder “!!! _ Plane_Damage_Smoke & Fire v5.3 "to the" JSGME "mods folder and enable the corresponding mod in the" JSGME "mod manager.

Enjoy! ;)

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Hans-Joachim Marseille

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Re: New Damage Smoke & Fire v4.1
« Reply #1 on: February 01, 2021, 09:34:44 AM »

 I like the balance between fire and smoke. Good work! Thx!   :)
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mikojan3

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Re: New Damage Smoke & Fire v4.1
« Reply #2 on: February 01, 2021, 10:53:35 AM »

modact 6.4 changed in my fxevolution with your file worked very fine many thanxs
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DESPEREAUX

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Re: New Damage Smoke & Fire v4.1
« Reply #3 on: February 01, 2021, 12:42:29 PM »

Nice to hear it, thanks.  Enjoy! :)
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WxTech

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Re: New Damage Smoke & Fire v4.3
« Reply #4 on: February 24, 2021, 04:49:05 PM »

When creating damage smoke effects for aircraft in motion, be aware of the following.

If one or more of the parameters GasResist, VertAccel and Wind differ, there could result an odd divergence between smoke trails. Even more so if the plane is pulling G.

My philosophy here is that all smokes emitted from anywhere on the plane will very quickly decelerate by essentially the same degree, and will be subject to wind and buoyancy in equal measure. That's because the frictional drag of the surrounding medium (air) will impose itself rather forcefully upon the similar-density gases/smoke being put into the slipstream. To this end, I:

1) Make ALL values for GasResist equal to 0.3. This causes the particles to slow down quickly, more like they do in real life. This has the signal benefit of much better revealing the speed of the plane. Such small values as 0.03, or 0.01 (gasp!), cause the particles to take quite a while to slow down, making the plane look like it's barely crawling along if you watch the smoke ever so slowly trailing close behind.  ;)

2) Make ALL values for VertAccel equal to zero. Smoke trails will generally remain constrained in the slip stream. And you avoid having to do any wasteful calculations on an upward or downward movement here.

3) Make ALL values for Wind equal to zero. Wind does not operate differentially on adjacent or superimposed smoke trails. And again, best to reduce the calculations required to move them.


I myself currently make all "SPD" effects based on particles, and "TSPD" effects based on trails. The latter I make less opaque, and so act as a smoother, subtler background for the more distinct particles. Furthermore, I make the TSPD effects last longer, so as to provide a more gradual fading out of the whole smoke trail.

If using particles for both the SPD and TSPD siblings, I would suggest a similar design scheme. Make one of the effect's particles subtler (less opacity), perhaps larger, and lasting longer. Furthermore, supplying a different EmitFreq will cause the particles to stagger, perhaps offering more variation in appearance. And of course, altering other parameters such as EmitVelocity will further this aim.


A last very simple-to-execute change I might suggest. Damage to an oil cooler will be more likely to create a pale bluish smoke, and hardly ever a near black one. For OilBlackMediumSPD and TSPD, I find this color scheme to look nice when the texture is a basic near white (e.g., for WhiteSmoke.mat as commonly instituted):

  Color0 0.6 0.66 0.76 0.1
  Color1 0.6 0.66 0.76 0.0

Moreover, it's often the case that oil cooler damage is the first to occur (regarding the engine), and this initial lighter smoke is aesthetically a more 'logical' precursor to the harsher damage and concomitantly darker smokes to follow.

Cheers!
Glenn
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DESPEREAUX

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Re: New Damage Smoke & Fire v4.3
« Reply #5 on: February 25, 2021, 05:15:46 AM »

Thanks for the clarification! :) I will do as you said, and post a new version.
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WxTech

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Re: New Damage Smoke & Fire v4.3
« Reply #6 on: February 25, 2021, 06:39:06 AM »

I forgot to mention another advantage of a higher value for GasResist. And that is when a plane is spinning rapidly, the smokes don't make as wide a corkscrew pattern. When GasResist is of a small magnitude, the particles emitted will be flung quite far before they slow appreciably, making for a comically obvious spiral.
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)
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