Just did a first pass at toning down tracer color intensity for the red, green and blue ones.
In Photoshop I made a set of color swatches, starting with the full saturation (where one channel is set to 255 and the other two are set to 0), and then for their copies brought down the saturation, altered the hue a little and boosted the brightness (this latter just for the red and blue).
Calculated the hex values for the BGR channels, then converted to decimal as a group with the alpha value (I kept it the same as the default.) Inserted these new values into several MGun classes to test.
In the game, what a nice improvement! The not-so-strongly colored tracers blend much better with the textured guncam mod tracers I use.
But I'll try dialing back the opacity (lowering the alpha to about half.) That's because the transition between the guncam tracer mod appearance and the base tracer has the latter appearing rather more prominent when seen from a direction other than end-on. And at increasing distance the base tracers become increasingly relatively more prominent because the same line thickness seems to apply for all distances. So increasing the transparency in order to make the tracer color blend more with the environment seems like a potentially fruitful strategem.
Incidentally, here are the three values from my first pass other modders might wish to insert into the relevant MGun classes.
Red (e.g, Browning .303 and .50)
-645968138
Green (ShKAS)
-647632795
Blue (MG131, MG15120)
-637576872
If my reduced opacity experiment works, I'll post results...