Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Other Mods => Effects => Topic started by: benitomuso on April 10, 2011, 07:17:04 PM

Title: Tracers and Smoke Trails v1.4 (with tracers disabler / enabler) [4.12][cup]
Post by: benitomuso on April 10, 2011, 07:17:04 PM
PAL Tracers and SmokeTrails MOD - v1.4 for 4.12.2m (wind speed considered, etc)

Main new feature in this version:
 you can supress the tracers / smoketrails of all the weapons with a single setting.

  I have made some corrections to the He-219 of CY6 and reverted the weapons to the standard tracer ones (because at night is impossible to hit anything without tracers), but the typical discussion about tracers emerged again.

  So why adapting the weapons of the planes, redefining stock behaviours of the game plane by plane, etc? If the question is To Trace or Not To Trace, just with my MOD use this settings in the Conf.ini and you can disable all the tracers and all the smoketrails without rewritting code for each plane:

    [Mods]
    PALNoTracers=1
    PALNoSmoketrails=1


  So easy like that, so straight, so universal. Those who hate tracers will not see them anymore (and probably would gain some FPSs).

  The rest of the MOD makes all what my original one did, except that I touched up some of the effects to make the smoketrails more transparent and more natural in some way. The original post is here:



  Since the very early time I started to play IL-2, I was completely astonished by the size of the stock tracers used for the game. They are terribly big. Much more than any real tracer is seen in normal conditions in reality. They are basically 6m long, which is huge. There are many MODs around which changed the textures of the Tracers to make them less neon kind, but basically none attacked the real problem, the 3D object. Some time ago I edited the tracers objects, and I reduced them drastically, to be 1:5 in length of the original ones.

  Originals (stock ones):
 
(https://storebror.it.cx/sas/archive/sas2/benitomuso/TracersLong.jpg)

  Edited (MOD ones):
 
(https://storebror.it.cx/sas/archive/sas2/benitomuso/TracersShort.jpg)

  Another very uncomfortable thing were the SmokeTrails, which were usually my main concern. The problem that they caused to the FPS counter when you are in high flak or very intense aereal fight is basically unbearable. Does this look logical?:

 
(https://storebror.it.cx/sas/archive/sas2/benitomuso/FlakLong.jpg)

  The answer is NO, it doesn't happen in reality, just take a look at any of the videos available in YouTube or ask your grandparents.

  So I decided to make something more real and at the same time more fps friendly:

 
(https://storebror.it.cx/sas/archive/sas2/benitomuso/FlakShort.jpg)

  How I did it?: I divided the 3 different effects used for smoketrails into 3 different levels of them (9 total instead of the original 3), I reduced drastically the visibility distance and I edited the Gun class to trigger the smoketrails in a differential way depending if they are:

  -For your own plane (the more detailed ones because they are part of the immersion of the game).
  -Other planes (you don't need that the game engine waste precious time in making detailed trails as above).
  -Ground forces (they only emit a trail time to time and the mildest one).

  Another thing that I added: now it is altitude dependant. Water condensation is not the same for any altitude. Here are 3 different levels (mainly seen for your own plane).

  -From 0m to 300m.
  -From 300m to 1000m.
  -From 1000m onwards.

  Try them and let me know what do you think.

  New from v1.1:

                          all the effects were edited and adjusted to give a more random visual. The difussion of the smokes is more natural, and they present a kind of intermitent behaviour similar to Philip.ed ones but from my point of view and mantaining the concept of the different levels of smoketrail effects. Mainly I consider these edited ones more "speed respectful" considering what we can see in film footage of WWII.

  New from V1.3:

                   v4.101m compatible, disables / enables all tracers and smoketrails, adjusted transparency of smoketrails.

  New from V1.4:

                   v4.12.2m compatible, includes Santobr code changes (not Camera trails) made over my concept.
 


Download PAL Tracers and SmokeTrails MOD v1.4, from here (https://www.mediafire.com/download/ifndijlfo6g26r1/00_PAL-SmokeTrails.rar)

Regards,
                             Pablo
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: saab ja26 on April 10, 2011, 07:51:12 PM
many thanks for this!
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: McWolf on April 11, 2011, 03:18:41 AM
I love the mod, and erase those crazy grey skynet!

Thanks Pablo.
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: PO_MAK_249RIP on April 12, 2011, 07:06:02 AM
Fab! I hated those grey flak trails totally unrealistic !!

BTW, Great improvement love it !!

UPDATE - Anyone having FPS issues when in heavy flak should give this a go
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: Sandmann on April 20, 2011, 09:10:56 AM
It is very good idea to separate the effects of smoketrails into several types. Great mod!
But it seems the mod affects navigation lights. They are visible only up to 600 - 650 meters.
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: Hey_Joe on April 23, 2011, 02:44:07 AM
Another thing that I added: now it is altitude dependant. Water condensation is not the same for any altitude. Here are 3 different levels (mainly seen for your own plane).

  -From 0m to 300m.
  -From 300m to 1000m.
  -From 1000m onwards.

  Try them and let me know what do you think.

Hi Pablo,
Just tried your mod in my 4.101 #SAS install. The part you spoke of above is really good.  ;)

Bullets never had rocket motors. Lol

For my taste, these are the ones. Thanks for sharing your work.

HJ

Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: Whiskey_Sierra_972 on April 23, 2011, 03:07:01 AM
Hi mate!

Yesterday I was testing the new clouds by Bender and I discovered the trails from plane in quote (was flying at 2000mt) disappear in the clouds and reappear behind....a non real way to give immersion!!

I tested it in a vanilla installation with stock clouds and the situation happen again!

Bullet and trails path
(http://i614.photobucket.com/albums/tt222/waltersolito/2304201110-55-55.jpg)

Passing behind clouds from external view
(http://i614.photobucket.com/albums/tt222/waltersolito/2304201110-57-00.jpg)

Same as above but in no cockpit view
(http://i614.photobucket.com/albums/tt222/waltersolito/2304201110-58-02.jpg)

Here are the link to download the images for a better size:

http://i614.photobucket.com/albums/tt222/waltersolito/2304201110-55-55.jpg
http://i614.photobucket.com/albums/tt222/waltersolito/2304201110-57-00.jpg
http://i614.photobucket.com/albums/tt222/waltersolito/2304201110-58-02.jpg

Any chance to get also an effect hierarchy to avoid such bug?

All the best!

walter
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: Wildchild on May 05, 2011, 06:58:42 PM
oooo downloading now... wait will i need tthis if i have the plutonium mod?
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: SAS~Tom2 on May 06, 2011, 12:15:08 PM
Downloading,look very much forward to it for my 4.101 install. :)

Thanks!

T.
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: FOX_11_GUY on August 28, 2011, 07:48:03 PM
Is there a way to only change the ground AA's smoke trail? Can I just delete parts of the file here and there?
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: benitomuso on August 28, 2011, 08:54:33 PM
Is there a way to only change the ground AA's smoke trail? Can I just delete parts of the file here and there?

  No Fox, the way this works is at general level of the GunSmokes. The game didn't differentiate at all on it. I made that division between alttitude, etc., but there aren't more chances of customization. It could be very complicated to add such specific thing as individual effects for ground AA.

  Regards,
                       Pablo
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: rascal1964 on October 06, 2011, 05:06:13 PM
I looked closely in my game conf. file and I could not locate the PALNoTracers or PALNoSmoke Trails .
I tried creating it just like it says  , but the game would not start up like that . Anyone have an idea ?
It would sure be nice to disable the smoke trails - they really cut down the FPS in the game :-\
By the way---fantastic mod
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: benitomuso on October 06, 2011, 05:35:50 PM
I looked closely in my game conf. file and I could not locate the PALNoTracers or PALNoSmoke Trails .
I tried creating it just like it says  , but the game would not start up like that . Anyone have an idea ?
It would sure be nice to disable the smoke trails - they really cut down the FPS in the game :-\
By the way---fantastic mod

Rascal,
               that isn't a typical option. You have to add it. Check if you have a [Mods] section in your Conf.ini. If not, just write a new [Mods] line at the end of the text of your file. And in another line (in your new or former [Mods] section) add the text indicated with PALNoTracers = 1

  Regards,
                        Pablo
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: rascal1964 on October 06, 2011, 06:29:16 PM
I'll try typing in a new [MODS] line and then type in the rest under it .
       Thanks Much Pablo !
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: flybywire on December 01, 2011, 03:18:04 PM
Sir, where do I find the Conf.ini to add the   

[Mods]
    PALNoTracers=1
    PALNoSmoketrails=1
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: Mick on December 01, 2011, 03:30:26 PM
... the conf.ini is situated at the root of the game, ALWAYS make a back up FIRST, before you modify it ...  ;)
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: flybywire on December 01, 2011, 03:58:40 PM
Thnaks so much....found it. Now I have to find the air ini and ru something to add planes.

Man this is complicated.
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: Mick on December 02, 2011, 01:39:12 AM
... this is because you are not yet used to it, take a look here, this will save you a lot of trouble ...  ;)

https://www.sas1946.com/main/index.php/topic,6785.0.html

And don't forget to BACKUP, ALWAYS BACKUP FIRST ...!!  ;)
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: flybywire on December 02, 2011, 10:40:49 AM
That was perfect....will delve into that post...thanks so very much sir.
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: KG3_V on December 13, 2011, 04:37:11 PM
can this mod also add smoke lines to guns ? I wonder that nobody ever add smokelines to the UBS
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: vse2008 on January 25, 2013, 03:38:18 AM
Excellent mod.

What I'd love to now is what does this exactly mean?

> Other planes (you don't need that the game engine waste precious time in making detailed trails as above).

What is the difference between those trails and the ones originating from player plane?
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: benitomuso on January 25, 2013, 03:55:33 AM
The more detailed smoketrails are those of the bullets emitted by your own plane, because are the ones that you really see from close. The others, the ones generated by other planes, and specially the ones generated by AAA, which are perceived from away, look much weaker.

So the others have less visibilty distance, less vissible (clearer and thiner trails), becoming less frequent and less perceivable.

Regards,
                          Pablo
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: vse2008 on January 25, 2013, 04:04:33 AM
Thank you for a quick response!
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: Semor on July 01, 2013, 12:01:50 AM
Hi Pablo

May I ask for a new compatible version for the new 4.12 Patch? Your Mod is absolutely needed!

Regards,Semor
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: Semor on July 13, 2013, 03:04:31 AM
Hi Pablo

May I ask for a new compatible version for the new 4.12 Patch? Your Mod is absolutely needed!

Regards,Semor

Little self bump!!
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: yughun on May 17, 2014, 07:08:20 PM
When i instaled this mod, (using jsgme even i wasnt supposed to) my game(Dark Blue World) wont load, so i went and un-enable this mod in jsgme and added the
[Mods]
    PALNoTracers=1
    PALNoSmoketrails=1
but it still did not run.
wow. I deleted this from my mod folder and it ran agian! Also if i instaled this mod agian game would do the same thing! Any idea why this happened?

Thanks-yuhgun
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler) [4.10]
Post by: steven197106 on November 21, 2015, 10:09:53 AM
Could you make a 4.12 version please, looking to disable tracer for some nightfighters.
Title: Re: Tracers and Smoke Trails v1.3 (tracers disabler / enabler)
Post by: benitomuso on November 21, 2015, 11:14:13 AM
Could you make a 4.12 version please, looking to disable tracer for some nightfighters.

As far as I remember the Gun class didn't have any change between these versions, but just in case I'm uploading the one I use with 4.12.2, just recompiled. THey include even the changes of code which made Santobr over my previous work.

See first post:

https://www.sas1946.com/main/index.php?topic=15071.msg161175#msg161175
Title: Re: Tracers and Smoke Trails v1.4 (with tracers disabler / enabler) [4.12][cup]
Post by: Draken on November 21, 2015, 11:21:49 AM
Is there  no link for V 1.4 in first post ?
Title: Re: Tracers and Smoke Trails v1.4 (with tracers disabler / enabler)
Post by: benitomuso on November 21, 2015, 11:22:46 AM
Is there  no link for V 1.4 in first post ?

I was editing it, sorry. Now is OK.
Title: Re: Tracers and Smoke Trails v1.4 (with tracers disabler / enabler) [4.12][cup]
Post by: steven197106 on November 21, 2015, 03:05:43 PM
Thank you so much,for your fantastic work! :D
Title: Re: Tracers and Smoke Trails v1.4 (with tracers disabler / enabler) [4.12][cup]
Post by: Knochenlutscher on November 23, 2015, 09:08:21 AM
Easy to use Mod, activated I use it for Gunnery training,
decativated it's giving me suitable efx.
Thanks Pablo for this cool Mod
Title: Re: Tracers and Smoke Trails v1.4 (with tracers disabler / enabler) [4.12][cup]
Post by: SaS~JackS on November 24, 2015, 04:25:47 AM
thank you!! been waiting for this one!!!

Jack
Title: Re: Tracers and Smoke Trails v1.4 (with tracers disabler / enabler) [4.12][cup]
Post by: Sharkzz on September 21, 2016, 08:31:52 AM
G'day Pabs m8.nice addon.
is there anychance you could also fix the too much smoke and flash from turret guns in bombers like the A20G ?
I can't see a dam thing when shooting at bogies.
Thanks m8 in advance.
regardfs
Sharkzz
Title: Re: Tracers and Smoke Trails v1.4 (with tracers disabler / enabler) [4.12][cup]
Post by: ianp on March 05, 2018, 07:51:06 PM
Thanks Pablo.
Title: Re: Tracers and Smoke Trails v1.4 (with tracers disabler / enabler) [4.12][cup]
Post by: MJJWalsh on August 29, 2018, 09:38:39 AM
Hi Pablo,

I was really looking forward to installing this in my BAT game, but for the life of me I cannot get it to work.  I downloaded the Mod, added the 2 lines in my conf.ini and activated through JSGME.  I've tested on Me110 - cannons and MG - and the tracers and smoke trails remain the same with 1 or 0 in the conf.ini, and the MOD activated or not.  I think I've tried every combination.  I've installed the Mod in the BATMods folder - is that correct? Any ideas - this is most frustrating!
Mike
Title: Re: Tracers and Smoke Trails v1.4 (with tracers disabler / enabler) [4.12][cup]
Post by: WxTech on November 21, 2020, 07:07:00 AM
Thread necromancy, I know.  ;)

I decided to check this out, principally to get some potential inspiration.

I find the much shortened tracers, in conjunction with their thinness and the 'tapered' brightness along their length, profoundly impacts their visibility at any kind of distance.

I disagree with the altitude-based scheme for tracer smoke, which is based on the notion that it's water vapour content in the air which controls or largely contributes to their formation. In this modeling, as altitude drops below thresholds of 1000m and 300m, tracer smoke density and duration decreases. The shortest duration smokes are very strange looking indeed.

Based on observation, tracer smoke is entirely or mostly just that; smoke. And so there is essentially no altitude dependence of note. Tracer smokes should be similar at all altitudes.

But what I've derived from this is the notion to add variety to the usual treatment of tracer smoke, where any tracer smoke effect has a counterpart of differing (either larger or lesser) prominence, and the two are selected from at random, with a greater probability assigned to one. For example, most tracer smoke from a gun is of some appearance, but occasionally (say, 25%) one is more 'sputtery.'

More thoughts to follow... off to work!
Title: Re: Tracers and Smoke Trails v1.4 (with tracers disabler / enabler)
Post by: PO_MAK_249RIP on November 21, 2020, 10:49:08 PM
Another one of your effect gems to look forward to WxTech
Title: Re: Tracers and Smoke Trails v1.4 (with tracers disabler / enabler) [4.12][cup]
Post by: WxTech on November 23, 2020, 12:23:54 AM
I re-jigged the code that substitutes tracer smoke effects.

The altitude thresholds are gone, making the effects the same at all altitudes.

The randomization has been altered to supply 3 effects chosen at random. At the moment, 1 chance in 10 supplies a heavier smoke, 2.5 chances in 10 supply a lighter smoke, and the rest of the time a middle intensity smoke is used. At the moment this applies equally to the player's plane and all other planes. But these two actors are handled separately, and so completely a completely different treatment could be applied for your plane versus all others. The guns firing from the ground have their own treatment, too, being directed to greatly diminishing their tracer smoke.

For a given gun, the difference between the 3 smokes is not *greatly* different, but enough to provide a subtle variety.

More finessing to do...