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Author Topic: Guncam Tracers Mod  (Read 75430 times)

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modlife

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Re: Guncam Tracers Mod
« Reply #108 on: February 04, 2014, 06:44:59 PM »

I like this  :D :D :D ...
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VII.Racetrack

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Re: Guncam Tracers Mod
« Reply #109 on: February 12, 2014, 12:31:17 AM »

Hey guys! Are the customizable parameters in Meters?
I mean for example

[Mods]
TracersPlayer=400 <----- 400 is 400 Metri or it's just a value?

santobr

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Re: Guncam Tracers Mod
« Reply #110 on: February 12, 2014, 05:11:45 PM »

It is in meters, just like everything inside the IL-2 engine. ;)



santobr.
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VII.Racetrack

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Re: Guncam Tracers Mod
« Reply #111 on: February 13, 2014, 12:23:20 AM »

It is in meters, just like everything inside the IL-2 engine. ;)



santobr.

Before using this mod i was usually see tracers from at Least 5.000 meters while online. Now i can't see them since i'm at 1000..
any ideas? :-S

After many (and many and many and many XD) tests i can say that without the Mod Tracers can be seen at DAYLIGHT al least from 10.000 Meters, using the mod tracers disappears TOTALLY (this means no 3d tracer NOR normal tracers) from 2.000-2.500.
I obtain this using the standard value here reported
-----------------
[Mods]
TracersPlayer=400
TracersAircrafts=300
TracersWorld=100
TracersWirbelwind=50
----------------

I have tried to modify this value with this:

-----------------
[Mods]
TracersPlayer=4000
TracersAircrafts=3000
TracersWorld=1000
TracersWirbelwind=500
----------------

and also with this

-----------------
[Mods]
TracersPlayer=10000
TracersAircrafts=10000
TracersWorld=10000
TracersWirbelwind=10000
----------------

BUT NOTHING CHANGES..

Then if I delete the mod.. I return to be able to see tracers from 10.000 .. AT LEAST.

Do you have the same issue? Am I doing something wrong?

VII.Racetrack

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Sorry for the monologue
« Reply #112 on: February 13, 2014, 01:35:42 AM »

Found the issue and fixed!

Simply open the Folder of the Mod 00_Guncam_Tracers.

You'll find another Folder called "3do", inside this you'll find one file called "D316021E9A6B74EC" and another folder called "Effects".

Now take the file and the folder and copy/paste they in Il2Sturmovik--->Files--->3do.
So finally here ""Il2mainfolder/Files/3do"" you'll have 2 folders  named Cockpit and Effects and one file called "D316021E9A6B74EC"
This ------>I SUPPOSE<------ will replace totaly the old tracers with the new  regardless of the distance.
Now i can see those new AWESOME tracers from 10.000 like before using this mod.

benitomuso

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Re: Guncam Tracers Mod
« Reply #113 on: February 13, 2014, 04:48:59 AM »

Santo,
                    by first time I checked out the code of your MOD. In the preRender() method you are all the time making comparisons with the settings in the Conf.ini:

Code: [Select]
            if(gun._bulletTraceMesh[indx()] != null && (point3d.distance(p0) < (double)Config.cur.ini.get("Mods", "TracersWirbelwind", 0) || World.getPlayerAircraft() == owner() && point3d.distance(p0) < (double)Config.cur.ini.get("Mods", "TracersPlayer", 0) || owner().toString().startsWith("air", 23) && point3d.distance(p0) < (double)Config.cur.ini.get("Mods", "TracersAircrafts", 0) || !(owner() instanceof com.maddox.il2.objects.vehicles.artillery.Artillery.Wirbelwind) && point3d.distance(p0) < (double)Config.cur.ini.get("Mods", "TracersWorld", 0)))
You should take into account that everytime a new bullet is generated, you are having 4 access to disk to make those comparissons. Multiply that by the number of bullets generated in the game, and it is kind of a waste of time and resources.

Typically you should initialize static variables with those values (so you read only once the values in Conf.ini) and since then, all your comparisons should be made against the variables (not the conf parameters in Conf.ini file).

Regards,
                        Pablo

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SAS~Storebror

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Re: Sorry for the monologue
« Reply #114 on: February 13, 2014, 05:33:37 AM »

open the Folder of the Mod 00_Guncam_Tracers.
You'll find another Folder called "3do", inside this you'll find one file called "D316021E9A6B74EC"
That's your fault.
The file "D316021E9A6B74EC" resides in the "00_Guncam_Tracers" folder directly, not it's "3do" subfolder.
If (for whatever reason) you moved the file into the "3do" subfolder, you thereby disabled the whole mod.

Best regards - Mike
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VII.Racetrack

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Re: Sorry for the monologue
« Reply #115 on: February 13, 2014, 06:21:58 AM »

open the Folder of the Mod 00_Guncam_Tracers.
You'll find another Folder called "3do", inside this you'll find one file called "D316021E9A6B74EC"
That's your fault.
The file "D316021E9A6B74EC" resides in the "00_Guncam_Tracers" folder directly, not it's "3do" subfolder.
If (for whatever reason) you moved the file into the "3do" subfolder, you thereby disabled the whole mod.

Best regards - Mike
Thanks dude, but i've already fixed... Instead of activating the Mod by placing the folder 00_blablabla in my MODS folder, i placed the file directly in the Files\3do. This means that now here """Il-2 1946\Files\3do""" i have
The Cockpit Folder
The Effects Folder (provided by the MOD)
The file D316021E9A6B74EC.
Now I don't have to set those parameters in the conf.ini.... The mod now works nicely  and I can spot tracers as in the normal game  8) 8) 8) 8) 8) 8)

santobr

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Re: Guncam Tracers Mod
« Reply #116 on: February 13, 2014, 09:22:54 AM »

Thank you Pablo, I will try to fix it (I don't have much experience with JAVA). :)

@VII.Racetrack
Take a look at the first post:
- The max distance that we can see the lines between 4000m and 12000m and considering the inclination of the sun to estimate darkness or brightness.

You are disabling the classfile, so, you are only using the color and the 3D work, but you will see the 3D at the default distance (200m I think).
If you put more than 400 meters in the conf.ini parameters some undesired effects could appear, like hidden propellers or hidden canopy.


santobr.
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KG3_V

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Re: Guncam Tracers Mod
« Reply #117 on: March 22, 2014, 05:09:27 AM »

Did some Tracers in this mod "wobble" more then others ? For example : The 50cal Tracers allways have the movie effect, the MG17 very rare. Can I change something to make the wobble allways for every tracer round ?


Also, the green russian laser beams sometimes are only thin green lines. Has that something to do with the high ROF of this weapon ?

Greetings
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santobr

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Re: Guncam Tracers Mod
« Reply #118 on: March 23, 2014, 12:13:21 PM »

The effect is the same for all tracers, but I think that the rate of the firing tracers can give the impression that the effect is not the same.

I think there is some bug in the UP3, because the lines don't appear in my Modac 5.3, they only appear in my UP3.



santobr.
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WxTech

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Re: Guncam Tracers Mod
« Reply #119 on: March 23, 2014, 12:34:34 PM »

I think it's the rate at which the tracers spew forth, not the weapon's ROF which matters here. I tried to alter the parameters in the effect file to increase the rate at which the tracer textures cycle between the straight and wiggly lines,, but high-rate tracers from some guns did not behave. It was fine for guns which spit tracers at a low rate, but one must consider the highest rates and adjust accordingly. I think it's about optimum now.

I suspect that the timing differences between the texture cycling and tracer rate can be causing a seeming preference for either the straight or wiggly texture to be generated for a given spell. If both rates are nearly synchronised, it can take a while until the phase difference creeps past the required threshold for the other texture to appear.

By the way, note that every tracer in flight cycles between states simultaneously. This simulates the shake-induced squiggle/blur that operates on every tracer, to the same extent, at any given instant. However, whereas in real motion picture frames distant tracers are afflicted just as badly as near ones, in this effect as the tracers recede the magnitude of the defect decreases. This is because the squiggle is of fixed physical size, whereas motion-induced blur is of fixed angular size.

Browse the folder and examne the files; obtain irfanview if you don't have the facility to view .tga images. You will derive some insight into how this works.
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