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Showing results for tags 'effects'.
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The new incremental smoke on units frankly feels like a feature from ace combat the way it's implemented, having incremental smoke tied directly to unit health makes it a glorified health bar. Real life identifying the state of a vehicle (baring total destruction) is not easy, having the smoke being tied to health % and always the same (1) completely undermines what should be some ambiguity and (2) looks ridiculous when you attack a group of vehicles and they all start smoking identically. Ideally I would love to see it just removed, but I would propose a toggle for this feature in the same place as the current BDA settings, and or a change to make the smoke only have a small percent chance of triggering at different health values (so that it occurs only sometimes and when it does it is not a clear indication of the state of the vehicle).
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Hi everyone, Super minor one - the smoke produced by the boosters of RGM-84D and RGM-109C missiles should be increased. At the moment they produce a fairly thin amount of white smoke. IRL, both boosters produce significant amounts of smoke (which should have a yellow tinge to it for the RGM-84). RGM-84: RGM-109: There's a few very minor issues with the Tomahawk launches, which, while not the subject of this thread, I will list below: RGM-109_booster_smoke.trk RGM-84_booster_smoke.trk
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One day i'd like to see some better wingtip vortices. I would like to compare how they are in DCS now and how they are IRL. Observation: DCS wingtip vortices are always happening at the same parameters. My guess is when pulling a sertain amount of G's. I know it would be a big request to replicate vortices in DCS like they would be irl. But in my oppinion they could be a bit more dynamic. Like you see in the video above, they can be; -Wing indipendant -Remain stationary for a brief moment after coming out of a pull -Wrinkle factor I think, improving this. And having overwing vape effect, LEX, and soon to come mach cone, will truly help improve immersion even more! Sincerely, DCS enjoyer.
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reported 5V55 and 48N6 missiles appear to leave 2 smoke trails
Northstar98 posted a topic in Object Bugs
Hi everyone, A smaller one, the 5V55 and 48N6 missiles seem to leave 2 smoke trails. This is most visible just after launch, when performing pitch-over. One smoke trail appears to emit from the rear of the plume as expected, but another appears to emit from the missile itself, leaving 2 distinct smoke trails. The 2nd trail emitted from the missile seems to cut off before motor burn-out (when the plume and its smoke trail disappears). S-300PS_smoke.trk S-300FM_smoke.trk -
This is possibly more an issue with default DCS behaviour, in that vehicles make dust trails off road but not on road and I'm not sure if roads have a surface type tracked to use for this currently However as it is the lack of dust trails even on roads that are sparsely used dirt roads on the Afghanistan map is a bit odd
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Hi everyone, Another minor issue that's been present for a while - the R-24R and R-24T missiles have misplaced plumes. R-24R_plume.trk R-24T_plume.trk
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So currently there is a editor placed static proxy for the smoke/fire effects, there are also lua functions for creating and destroying them on an adhoc basis. However both methods of producing these effects lack a critical feature to allow certain desirable usecases. The usecase i will focus on is smoke attached to a moving object (specifically a ship), to simulate damage or simply to add smoke stack smoke on older ships. The editor placed static object can be linked to a unit like other statics, resulting in a nice effect as the ship sails: However when smoke is placed this way there is seemingly no way to ever turn it off, resulting in this appearance lasting indefinitely if the ship is sunk: If however you place the smoke via the lua function trigger.action.effectSmokeBig() while you can then remove it with effectSmokeStop() it cannot be linked to an object and so does not work with a moving unit. Suggested improvement: I would like to suggest that either we get the ability to deactivate the static object placed effects(either through a traditional triggered action or maybe through the effectSmokeStop() function), or ideally the effectSmokeBig() function be enhanced to allow linking to units.
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Hi guys, As video shows, the water in PG map is moving with the camera. idk when this issue started, but I experience in 2d and VR. Any clue? https://youtu.be/m_Gu7piQkIY?si=1PgOMCfFbCl5nlyA