Winters1807 0 Posted June 7, 2007 Is this only compatable with 1.06, cos when i run it with vanilla, i get a 1.06 error, me and the rest of the european population are on 1.05 Share this post Link to post Share on other sites
sickboy 13 Posted June 7, 2007 Quote[/b] ]Is this only compatable with 1.06, cos when i run it with vanilla, i get a 1.06 error, me and the rest of the european population are on 1.05As the Readme states 1.07+ (So currently the beta, soon the 1.08), but the config itself is 1.06 compatible.Sickboy,The way you have set up this configuration is ideal. Being able to set the size, color, and rounds per, is just great. Simply amazing progress for about 2 weeks of work from when you first started getting involved in this (going from my head, you may have been working longer). The only thing I'm a little concerned about is if people want to adjust their own tracer pbo to their own liking, but that's the same for any addon I suppose. Thanks Mate, ~2 weeks it is indeed We have a couple of options for Settings. For now the only setting a user can do other than editing the addon is adding a weapon to the exclusion array But I can make better, since ArmA we can read classes from mission description.ext's just as we can now read directly from the ArmA config... I can make a check to see if the Mission maker has added configuration classes for the ammo in his description.ext and make use from those settings instead of the config Share this post Link to post Share on other sites
Winters1807 0 Posted June 7, 2007 would it be possible for me to change the required version to 1.05? Or will it just not work with 1.05 no matter what i change? Share this post Link to post Share on other sites
sickboy 13 Posted June 7, 2007 would it be possible for me to change the required version to 1.05? Or will it just not work with 1.05 no matter what i change? You can try, it is untested. Share this post Link to post Share on other sites
OIK 0 Posted June 7, 2007 Any videos to watch from the latest version? Share this post Link to post Share on other sites
Winters1807 0 Posted June 7, 2007 Anyway, i got it working with the beta, and its really good! nicely done Share this post Link to post Share on other sites
ArmaVidz 0 Posted June 7, 2007 Any videos to watch from the latest version? Now+9hrs I can have a video for you Share this post Link to post Share on other sites
sickboy 13 Posted June 7, 2007 6thSense.eu Tracers v0.1RC2 Changelog [*] Fixed Addon Dependencies (Now Air units work) [*] Fixed Units Inside Vehicles have no tracers for 30 seconds when getting outside of vehicle [*] Removed some obsolete code The Idea I replied to Nubbin, I'm thinking about sticking it in one of the following releases, but possible delay to v0.2 as we're in RC-stadium Though it's simple to implement so who knows Share this post Link to post Share on other sites
simba 0 Posted June 7, 2007 Great progress sickboy ! for me the tracers where going too fast, I modified a little your code for better ballistics. working code : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private["_pr","_tr","_life"]; _pr=_this select 0; _tr=_this select 1; _life=time+(_this select 2); _count = 5; _vel = velocity _pr; _dir = direction _pr; while{alive _pr&&(time<_life)}do { _life=time+(_this select 2); _count = _count-0.02; // drag influence decrease with speed . _count2 = _count +0.02; // gravity influence increase with speed. _pr setVelocity [(_vel select 0)/_count, (_vel select 1)/_count, (_vel select 2)/_count2]; _tr setVectorUp (velocity _pr); _tr setpos (getpos _pr); sleep 0.01; }; deleteVehicle _tr; there are little bugs but it works allright I suppose. I'm thinking about adding a hidden selection to hide the tail when tracers past a certain speed. the tracer looks too long espacially seen from the side, maybe you should decrease the tail length as it has been said several times ( for small arms ). thanks for your democratic modding, you know tracers is a sensitive subject Share this post Link to post Share on other sites
Winters1807 0 Posted June 7, 2007 I just fiddled around a bit and it is compatable with 1.05, partly. The land vehicles work fine, but infantry and air tracers dont work. Share this post Link to post Share on other sites
Rhodite 3 Posted June 7, 2007 RC2 looks great As commented before, authentic tracers have an orb feel to them.. I am not sure if thats possible to implement? All the same they look great good spacing on the tracers Share this post Link to post Share on other sites
LoFFeN 0 Posted June 7, 2007 I got them working now, with the 1.07 Beta with running the FDF Soundmod. The tracers look pretty awesome, love the tracers on the Choppers (Chaingun) btw. But I discovered a bug though. When using the M1A1 Abrams. If you fire the MG's (M240/50.Cal on top) and then fire the main 120mm Gun, and then switch back to MGs again, the tracers are simply gone. Share this post Link to post Share on other sites
Panda-PL- 0 Posted June 7, 2007 the tracer looks too long Ok, we get this often. However: http://en.wikipedia.org/wiki/Frame_rate read and understand "Flicker fusion frequency". It simply means that human eye (or rather brain that processes image) does have a sort of frequency. And this is evaluated to be 75 Htz. You can register shorter impulses but they will be merged into one, which is exactly why we see a line when a light source moves with high velocities. Assuming bullet velocity of 900m/s it means that tracer is 900/75=12m. The tracer is allready shorter than this and I refuse to make it even shorter. Your brain does not have a screenshot feature built into it, so we have to deduct the apparent length of tracer using medical research, since observations will be biased. Share this post Link to post Share on other sites
sickboy 13 Posted June 7, 2007 Great progress sickboy !for me the tracers where going too fast, I modified a little your code for better ballistics. working code : there are little bugs but it works allright I suppose. I'm thinking about adding a hidden selection to hide the tail when tracers past a certain speed. the tracer looks too long espacially seen from the side, maybe you should decrease the tail length as it has been said several times ( for small arms ). thanks for your democratic modding, you know tracers is a sensitive subject xxx, edited... didn't look correctly The hidden selections are mostly already there, I'm just a noob in working with them.. let me know nice settings :P The idea was to at night enable the halo, while at day leaving it enabled, my implementation is included in the scripts. About Democratic Modding: I feel that the best way to get a nice product is through Cooperation. I think this community has a lot to offer, a lot interesting individuals that in certain cases can work together for the benefit of the whole Community. In the future I am certainly interested in more such Developping and Colaboration Share this post Link to post Share on other sites
simba 0 Posted June 7, 2007 @ pandaPL just a suggestion m8 if you are the modeler and you don't want to shorten them, I'll do it myself no big deal ! and how long the tacer bullet is going to have 900m/s ? tracer should have variable size that's why I suggest the use of hidden selections. @ sickboy the mod I made really work I doubt I dreamed, did you try it ? Share this post Link to post Share on other sites
sickboy 13 Posted June 7, 2007 ^ just a suggestion m8@ sickboy the mod I made really work I doubt I dreamed, did you try it ? Not yet, but will do so mate.The hidden selections are there, to hide the halo and make it smaller. Any improvement is always welcome but we must of course agree on the results, those are open to debate as always. Damn, Sorry mate, now I see that you changed the projectile velocity and not the Tracer, I guess i'm a bit tired lol! Ur method prolly works, but maybe we should discuss a lil on how Tracer bullets slow down faster than normal bullets etc PS, the Tracers have been made smaller several times. Certain smaller sizes made the tracers badly visible, hence the current size. Suggestions and test models welcome though Share this post Link to post Share on other sites
simba 0 Posted June 7, 2007 in fact when you change the bullet direction with setvelocity, the bullet that leaves the barrel is duplicated. the first stays on the normal trajectory, while the other follows the modified trajectory. Share this post Link to post Share on other sites
Panda-PL- 0 Posted June 7, 2007 if you are the modeler and you don't want to shorten them, I'll do it myself no big deal ! Of course. And who stopps you? But if you want to convince anyone else you need to prove the theory. Quote[/b] ]and how long the tacer bullet is going to have 900m/s ? Current length of model is 9m, which corresponds to 675m/s. Will bullet slow down below this before the burnout? I haven't calculated, but notice that frequency will dropp when lightning conditions are worse or the witness is tired. You can check the velocity of 5.56 at 800m. in ArmA, using a script, it will probably match IRL since ballistics are pretty well modelled. Share this post Link to post Share on other sites
ThePredator 0 Posted June 7, 2007 @LoFFeN: Known bug (see some post before yours) I made a small video, this time, no music (for those who saw my last tracer video on YouTube ) Rahmadi LightShow "Sickboy"-style Rahmadi LightShow "Sickboy"-style NVG Share this post Link to post Share on other sites
simba 0 Posted June 7, 2007 Quote[/b] ]Of course. And who stopps you? But if you want to convince anyone else you need to prove the theory. calm down, I don't need to convince anyone, if I do my own models I will propose them to sickcoy if he's interested he'll releases them otherwise it will only be for me, I don't care. your calculations seem ok, I'm just trying to estimate the look of the tracers according to science,experience,video,hardware requirements, tech possibilities ,look,... basing the tracers only on science is a mistake imho. are you the modeler or not ? @ sickboy again I'm no specialist , this is how i see things : - normal bullets are made enterily of steel or an other heavy metal while on tracers the tip of the bullet is made of phosphorus. density of phosporus is around 2 and steel aroud 8 but they have pretty much the same shape. the tracer will slow down faster for 2 reasons : - because it's lighter and is going to get even lighter as phosphorus burns. -when phosphorus burns it worsen the Cd (drag coefficient) of the bullet. Share this post Link to post Share on other sites
andersson 285 Posted June 7, 2007 for me the tracers where going too fast, I modified a little your code for better ballistics. I dont understand why you are changing the tracers speed, shouldnt the tracer follow the bullet as in real life? Share this post Link to post Share on other sites
sickboy 13 Posted June 7, 2007 @Simba: About the hidden selections, we were thinking about first hiding "core" before destroying the bullet or somesorts to give it a transition instead of directly a disappearance, what ideas did you have on the disappearing and the halo part? for me the tracers where going too fast, I modified a little your code for better ballistics. I dont understand why you are changing the tracers speed, shouldnt the tracer follow the bullet as in real life? He changes the bullet speed, and the tracer follows. I think the idea is nice, but I would like to know how true it is to reality, and of course how it looks/changes things. I guess we can arrange different test versions to see and feel the difference Share this post Link to post Share on other sites
ThePredator 0 Posted June 7, 2007 It's more the bullet itself that has a different trajectory due to the decreasing weight. We should not script everything, this is the job ob BIS to hardcode decent ballistics and tracers. All we should do is changing aspects, not the engine or basic calculations. I have to add something that might be unknown to most: ArmA fakes high firing rates with multipliers, so only the actual "spawned" bullet will have a tracer attached. If the multiplicator is neglected and the frequency true to life, way more tracers will be visible and the actual ratio can take effect. Therefore gatlings and AAA do not have the exact amount of bullets "flying". I could be wrong on the "spawning" part, the minigun for example has 1 round per burst and a multi x3. The Vulcan x6 and the ZSU-23/4 x4 with 15 rounds each burst. I don't know if there are actually 15 x4 rounds in the air, or if there are only 15 rounds with 4x damage, if any extra damage at all. For the minigun, this reduces the spawned tracers to every 3 rounds plus our ratio setting. With each round a tracer, every 3rd round will actually have a tracer (for the shilka every 15 rounds! You see how fast the ammo depletes on the counter, but there are less tracers. Share this post Link to post Share on other sites
andersson 285 Posted June 7, 2007 In my experience the tracer bullet isnt so different from a normal bullet regarding speed and ballistic. Its affecting the bullet, but how much? I dont think its noticable with an assault rifle.. To change the speed just to make it look better isnt the way, I think. In my experience the tracers on internet are much more visible and dramatic than in real life. Unless you put on NV-goggles I have seen that the phosphor can get scraped off the bullet when it hits something and ricoshett in another trajectory than the bullet, sometimes I have seen it glowing in the sand/dirt where the bullet hit. But to have the tracer following another path at a different speed? Please explain to me if I have misunderstood anything.. Share this post Link to post Share on other sites