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Showing results for tags 'smoke'.
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Hi everyone, The AZP S-60, S-68 (as used on the ZSU-57-2) and AK-725 have some issues with their muzzle flashes; sometimes they won't produce a visible flash and even when they do, the muzzle flash pales in comparison to what's seen in real-life footage. This, combined with the lack of gun smoke, results in firings that are far harder to spot visually than perhaps they should be. The S-68 and AK-725 are both derivatives of the S-60 and all fire common ammunition. It should be said that the AK-725's flash is different to that of the -60 or -68, due to the absence of a muzzle brake. S-60: S-68: AK-725: AZP_S-60_muzzleflash.trk S-68_muzzleflash.trk AK-725_muzzleflash.trk
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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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The fire effects from vehicles and aircraft debris introduced in 2.7 look nice.... But they tilt to align with the player's head, same for the smoke trail from missiles and contrails. This is especially noticeable in VR. Also, in VR, the effects frequently flash but only in the left eye. I'll need to add a video at some point to demonstrate this.
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Dear ED! Thank you for the Hind, loving it. However, would it be possible to add the possibility to put an airshow smoke possibility to the outermost pylons, please? It would realistic, since irl some Hinds had it during airshows. It would make it perfect for an airshow demo! Thanks in advance!
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Hi, For a training mission, I would like to spot easily a convoy of 5 units by using a radio call to put a smoke marker on one of the unit. If a unit is dead, the smoke should appear on another one. How can I do that? I start with : ONCE (Radio call, NO EVENT) > > RADIO ITEM ADD FOR GROUP (2, Request smoke, 1, 1) SWITCHED CONDITION (AAV-7) > FLAG EQUALS (1,1) / UNIT ALIVE (AAV-7) > SMOKE MARKER ON UNIT (AAV-7, RED) / FLAG OFF (1) From that, I have to cover all possibilities for each units to be dead or alive, which is a huge work. There should be a better option. Thanks for your help, Vincent
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Hey everyone, happy new year! We've been training for two years to get at the formation/aerobatic level we are at now. I'm proud to share with you the demonstration we performed at the Virtual Festival of Aerobatic Teams last month! https://youtu.be/xyo5sCY0V6A Best Regards, Kirby
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When I act as a JTAC and look through the binocular, I expect that smoke appears at the middle of the cross-hair (there is no wind in the mission) and that smoke does not stay forever. However, smoke appears to the left of the cross-hair center (see screenshot) and smoke seems to stay forever. At least for 2 hours. Is my expectation wrong, or is this a bug?
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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 -
Hi everyone, With the newly working and updated ship smoke, the Type 148 Tiger (La Combattante IIa) now produces an excessive amount of smoke, leading to it being far more visible than it should be at a distance. IRL, the overwhelming majority of images found online show little to negligible/no smoke. I've only found images of Iranian Kaman-class (which is similar to the Type 148 Tiger/La Combattante IIa but is not what we have in-game) vessels producing visible smoke. The 2 following screenshots show a Type 148 Tiger, in default weather (apart from a 12 knot wind), at 20 knots: I'll include screenshots of various Type 148 Tiger/La Combattante IIa/Kaman/La Combattante II vessels in the spoiler below for reference, none of them however show anything as visible, or as dense and opaque as what's seen above: Type_148_Tiger_smoke.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.