9.JG27 DavidRed Posted February 28, 2014 Share Posted February 28, 2014 thx sithspawn! Link to comment Share on other sites More sharing options...
B25Mitch Posted March 1, 2014 Share Posted March 1, 2014 This effect isn't even true particles, it's made up of a cluster of sprites locked into pre-animated paths and attached to an invisible object which hangs onto the gun barrel, until it stops firing. Every time you start firing another one of these 'smoke objects' will be spawned. You can tell that the 'particles' have been pre-animated when you slow the time value down to 0.05 or so - the individual frames of the animation will be jarringly noticeable at this speed. So it's no wonder they don't obey physics in the game: they're obeying a predefined path. This is the case for many of ED's older effects, including most of the explosions. Link to comment Share on other sites More sharing options...
ED Team NineLine Posted March 1, 2014 ED Team Share Posted March 1, 2014 Which is why I said it may have to wait till EDGE to be properly fixed, that said they might tweak it for now... either way, its reported as I said above. This effect isn't even true particles, it's made up of a cluster of sprites locked into pre-animated paths and attached to an invisible object which hangs onto the gun barrel, until it stops firing. Every time you start firing another one of these 'smoke objects' will be spawned. You can tell that the 'particles' have been pre-animated when you slow the time value down to 0.05 or so - the individual frames of the animation will be jarringly noticeable at this speed. So it's no wonder they don't obey physics in the game: they're obeying a predefined path. This is the case for many of ED's older effects, including most of the explosions. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug** Link to comment Share on other sites More sharing options...
SmokeyTheLung Posted March 1, 2014 Share Posted March 1, 2014 This was recently posted elsewhere on the forum http://www.liveleak.com/view?i=df7_1393148170 At the 6:22 mark there's a great shot of a plane (I think it's a mustang...) strafing. Pretty smokey! System specifications: Computer, joystick, DCS world, Beer Link to comment Share on other sites More sharing options...
Mysticpuma Posted March 1, 2014 Author Share Posted March 1, 2014 Just checked the video out at 6.22 and not sure if it is a Mustang....however, if it is, the smoke is still thin, see-through and vapourous behind the wing. In comparison to what there already is..... Glad though that the current effect is to be looked at, cheers, MP Link to comment Share on other sites More sharing options...
WildBillKelsoe Posted March 1, 2014 Share Posted March 1, 2014 well Sith said it may get looked at, but to be tweaked is a priority issue, at least till EDGE is implemented. In the mean time, we can spend less cases (<0.5 sec burst) and the effect is minimal.. AWAITING ED NEW DAMAGE MODEL IMPLEMENTATION FOR WW2 BIRDS Fat T is above, thin T is below. Long T is faster, Short T is slower. Open triangle is AWACS, closed triangle is your own sensors. Double dash is friendly, Single dash is enemy. Circle is friendly. Strobe is jammer. Strobe to dash is under 35 km. HDD is 7 times range key. Radar to 160 km, IRST to 10 km. Stay low, but never slow. Link to comment Share on other sites More sharing options...
Mysticpuma Posted March 1, 2014 Author Share Posted March 1, 2014 In the mean time, we can spend less cases (<0.5 sec burst) and the effect is minimal.. Especially on the target you're aiming at :) Link to comment Share on other sites More sharing options...
WildBillKelsoe Posted March 1, 2014 Share Posted March 1, 2014 presto! AWAITING ED NEW DAMAGE MODEL IMPLEMENTATION FOR WW2 BIRDS Fat T is above, thin T is below. Long T is faster, Short T is slower. Open triangle is AWACS, closed triangle is your own sensors. Double dash is friendly, Single dash is enemy. Circle is friendly. Strobe is jammer. Strobe to dash is under 35 km. HDD is 7 times range key. Radar to 160 km, IRST to 10 km. Stay low, but never slow. Link to comment Share on other sites More sharing options...
Injerin Posted March 2, 2014 Share Posted March 2, 2014 Well, I hope so. It's been out for nearly 2 years and people have been mentioning it since release, but nothing has been done so far. AGREED! getting old very old! [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Orava Posted March 4, 2014 Share Posted March 4, 2014 yes! Link to comment Share on other sites More sharing options...
WildBillKelsoe Posted March 5, 2014 Share Posted March 5, 2014 bump 1... every 14 days guys... we must!!! AWAITING ED NEW DAMAGE MODEL IMPLEMENTATION FOR WW2 BIRDS Fat T is above, thin T is below. Long T is faster, Short T is slower. Open triangle is AWACS, closed triangle is your own sensors. Double dash is friendly, Single dash is enemy. Circle is friendly. Strobe is jammer. Strobe to dash is under 35 km. HDD is 7 times range key. Radar to 160 km, IRST to 10 km. Stay low, but never slow. Link to comment Share on other sites More sharing options...
ED Team NineLine Posted March 5, 2014 ED Team Share Posted March 5, 2014 Bumping doesnt matter, its reported and active in ED's system... bumping just makes me come here and see a bump post :P Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug** Link to comment Share on other sites More sharing options...
WildBillKelsoe Posted March 5, 2014 Share Posted March 5, 2014 Bumping doesnt matter, its reported and active in ED's system... bumping just makes me come here and see a bump post :P OK, then 'don't bump' guys :megalol:... AWAITING ED NEW DAMAGE MODEL IMPLEMENTATION FOR WW2 BIRDS Fat T is above, thin T is below. Long T is faster, Short T is slower. Open triangle is AWACS, closed triangle is your own sensors. Double dash is friendly, Single dash is enemy. Circle is friendly. Strobe is jammer. Strobe to dash is under 35 km. HDD is 7 times range key. Radar to 160 km, IRST to 10 km. Stay low, but never slow. Link to comment Share on other sites More sharing options...
HotTom Posted March 5, 2014 Share Posted March 5, 2014 Puma, you made your point...don't oversell it.... Exceptional engineering...and a large hammer to make it fit! Link to comment Share on other sites More sharing options...
Mysticpuma Posted March 6, 2014 Author Share Posted March 6, 2014 Puma, you made your point...don't oversell it.... Innocent party...please look elsewhere. I have done nothing to.justify the comment tttigger? I left the discussion once Sith had reported the issue...cheers, MP Link to comment Share on other sites More sharing options...
rubblebeam Posted March 13, 2014 Share Posted March 13, 2014 +1 from me. The effect looks cheap and badly done Good Grief Link to comment Share on other sites More sharing options...
psy_ Posted March 30, 2014 Share Posted March 30, 2014 (edited) ok guys after a lot of searching i just found the file to disable gun smoke go to : Eagle Dynamics\DCS World\Bazar\shaders\effects and delete or rename PFXSmoke2.fx fire up p51 no more smoke :) here is a toned down version but i prefer no smoke myself too, i dont like the effects too much they are too static http://www33.zippyshare.com/v/7106716/file.html i attach pic from original and toned down Edited April 1, 2014 by psy_ 1 i5 4670,8gb ram,gtx 660,logitech freedom 2.4 Link to comment Share on other sites More sharing options...
Vlerkies Posted April 6, 2014 Share Posted April 6, 2014 (edited) Urgh, yuk,,, had not flown the P51 for so long but fired it up today for kicks and also in anticipation of the Dora coming soon. Was shocked when I saw the gunsmoke, then did some searching and found this thread. Glad it will be looked into, till then I am gonna try psy's workaround and just delete the smoke. (edit: that worked and removed the smoke) Edited April 6, 2014 by Vlerkies Thermaltake View 91, Z390 Gigabyte Aorus Ultra, i9 9900K, Corsair H150i Pro, 32Gb Trident Z 3200, Gigabyte Aorus Extreme 2080ti, Corsair AX1200i, Warthog A-10 Hotas, MFG Crosswind pedals, TiR5 Pro, HP Reverb Pro Link to comment Share on other sites More sharing options...
Mysticpuma Posted April 27, 2014 Author Share Posted April 27, 2014 Guys, this isn't a bump for this thread, but it is sort of related to the gunfire effect and I can't find the link to the 'tweak' that helped :( I have followed instructions on how to turn off the smoke and that works fine, the 'tweak' I am trying to find is the one where the Tracer 'lod' 'amount' 'detail' or something like that can be turned off or significantly reduced? I think it was something along the lines that all the bullets or tracer are drawn and this causes frame-rate to drop, but by tweaking a line in the effects somewhere it can be reduced dramatically? I searched 'tracer' and 'tracers' but the threads don't link to that 'tweak'. Can anyone help? Cheers, MP Link to comment Share on other sites More sharing options...
Shaman Posted April 27, 2014 Share Posted April 27, 2014 Can someone make a comparison screenshot, ATI vs NVIDIA smoke effects for current ver DCS P-51D? ATI users in my squadron are reporting that engine smoke is clearly opaque and visible at unrealistic distances (+40miles with a little zoom in) while I fly on NVIDIA and have none of these troubles. Maybe rendered has something to do with this too? 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer Link to comment Share on other sites More sharing options...
Bounder Posted April 27, 2014 Share Posted April 27, 2014 (edited) Is this the post you're looking for MP? http://forums.eagle.ru/showpost.php?p=1943823&postcount=32 Also, on a related note of FPS drop when firing the P51 guns - I was looking at the spent bullet casing dropping away from the Mustang when firing. In Tacview the game seems to be tracking all the spent bullet cases dropping away when I, any other player and all of the AI fire guns. There's tons of it produced during dogfights and the game seemed to be tracking the trajectory of each spent bullet case across the whole map. I was wondering if it could have an effect on FPS, especially given the volume produced as numbers scale up? I managed to find the file responsible for it and remove the graphical effect in-game however back in Tacview I am noticing that the bullet casings are still tracked regardless i.e spent bullet casing is tracked irrespective of graphic effects. [edit] the graphic file responsible for spent bullet casing is ...\DCS World\Bazar\World\Shapes\shell_50cal.EDM This isn't a fix as whilst removing this file removes the visual effect of spent bullets dropping away, it looks like they are still present and tracked according to Tacview. Thought I'd post it because I thought it was an interesting find maybe. Edited April 27, 2014 by Bounder 1 My PC specs: Win10 64 Pro, CPU i7-3820 4.4GHz, 16GB RAM, GPU Nvidia 1070 (8gb vram). Controls: Microsoft FFB2, Thrustmaster Warthog Throttle, MFG Crosswind Pedals, TrackIR5. My DCS Youtube Videos https://www.youtube.com/user/No64Bounder Link to comment Share on other sites More sharing options...
Mysticpuma Posted April 27, 2014 Author Share Posted April 27, 2014 Is this the post you're looking for MP? http://forums.eagle.ru/showpost.php?p=1943823&postcount=32 Yes, that's the one. Thanks, very much appreciate it :) Cheers, MP Link to comment Share on other sites More sharing options...
9.JG27 DavidRed Posted April 28, 2014 Share Posted April 28, 2014 [edit] the graphic file responsible for spent bullet casing is ...\DCS World\Bazar\World\Shapes\shell_50cal.EDM This isn't a fix as whilst removing this file removes the visual effect of spent bullets dropping away, it looks like they are still present and tracked according to Tacview. Thought I'd post it because I thought it was an interesting find maybe. yeah i think if there is a way to get rid of the game tracking those jackets, it would have certainly a very positive effect on performance Link to comment Share on other sites More sharing options...
Torian Posted May 3, 2014 Share Posted May 3, 2014 Will editing or deleting any of those files get u kicked or a failure to join a multiplayer game ? Link to comment Share on other sites More sharing options...
9.JG27 DavidRed Posted May 3, 2014 Share Posted May 3, 2014 no!its no problem in MP Link to comment Share on other sites More sharing options...
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