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Opticalsnare

WarFX Particles

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I been testing alot of things, but it depends on what you hit, most rounds look fairly decent when

you hit like a building or a tank, but when you hit like normal terrain, or

rocks or all depends then the He rds look rather weak to a degree.

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Does this mod work with Arma2:CO ?

Thanks

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Yes Jonn, although you need the 'unofficial' fix.

Ok thanks, Hope he updates this mod soon :D

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yeah i hope there will be soon a 1.5 version

and pls make less sparks

Edited by Konrad1

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Hi,

Sometimes the clouds of smoke from a destroyed tank / vehicle are away and starts again immediately. Can someone confirm this for the version 1.41?

Mods: JTD Fire and Smoke, GL4

Tino

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Yes - it's an issue inherent in that version where WarFX generates more particle effects than Arma can sustain, so the old ones are culled as the new ones are generated.

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This mod will and never shall be designed for large battles with many units being engaged and being destoryed all at the same time, this is what causes the particle limit restrictions and excessive slowdowns.

Edited by Opticalsnare

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Right on. I like this for small engagements - large battles are difficult enough anyway, with the CPU bottoming out on the amount of AI

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I just noticed that the dust from vehicles that kick up in the first

version is disabled in the latest patch, that killed the immersion,

is there some way to return it, or does it reduce to much performance?

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This mod will and never shall be designed for large battles with many units being engaged and being destoryed all at the same time, this is what causes the particle limit restrictions and excessive slowdowns.
Hell yeah! Since when did the world have such a large battle with 100 vs 100 tanks and 1000 infantry shooting like the wild west?!! Maybe in WW2?

I'm with those that likes coops-sessions like in the real world by disarm talibans and destroying caches, then go back to the base and report, DONE....

I've never liked big battles in Arma2/OA cause they've never fitted in even if my comp can run them smoothly. I rather watch the effects of a well placed satchel-charge or bomb-drop after a long time of planning.

But I'm still keen on the muzzleflashes that imo will change the game's feel some levels. :yay: Even if they're not gonna be released in the first version of "Blastcore".

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We talk about 5-7 burning tanks, not more ;-) via gunners sight (tank).

Doe's it depends on JTD fire and smoke?

Like Günter wrote, I also miss the dust so I activated JTD FS to get the dust. Sometimes your smoke has gone out and the wrecks were yet burning.

Tino

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Snare, I hope you will reduce the ball-sparks to an asymmetric shape and make em less... Thanks in advance!

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They have been redesigned yeh. Alot of things have changed since the last version so its best to wait and find out.

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hey OS i remember me which you wrote 2 or 3 versions do want one with more dirt and mud is this actual ?

just looks lively from mud and dirt comes up when you are shot in a wood,field or meadow ground.the actual version 1.41 is more for dry or desert grounds.

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Yea the next version will again be mostly focased on desert as its mostly designed for OA but hopfully i can quickly port them to differnt styles like winter and muddy as its only means reducing the dust and changing the colors etc.

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I'm wondering when you shoot a vehicle like a truck with an mg on it, its like it dont blow up,

it like starts on fire and goes from a truck to a raging fire bigger then the truck, and huge black clouds, and theres no sound.

I'm using JTD mod with this but I tried warfx and jtd seperately to see the difference.

Heres a video I made in July for my WarMod for Arma, I just wanted to point out in

the first 20 secs when i shoot a UAZ with a m203 HEDP grenade that explosions

should be something like that for vehicles, well the general idea anyways:

http://www.youtube.com/watch?v=-CyDz6lwOoM

better yet

heres some cool vids i found of explosions:

car exploding slow motion

http://www.youtube.com/watch?v=p0sOGbMh3n0

you all have seen this one

all depends on what makes a vehicle, or tank, or even if something

crashes it will blow up different.

I wanted to add, are you going to add back blast effects,

smoke, dust ect., to the at weapons?

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I'm wondering when you shoot a vehicle like a truck with an mg on it, its like it dont blow up,

it like starts on fire and goes from a truck to a raging fire bigger then the truck, and huge black clouds, and theres no sound.

I'm using JTD mod with this but I tried warfx and jtd seperately to see the difference.

In real life it's very rare for a car to explode when engaging it..and if anything does, it's most likely the armament being fired and not the car, it just deforms and catches fire most of the time. ;)

Edited by Navvarone

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Ya I agree, seems weird though how a vehicle just dont explode though,

I mean i hit a truck with a m230, and all it didn't explode with no sound,

it just started on fire then started smoking like crazy, i guess thats fairly realistic.

I guess i was expecting a 60's car where they barly hit a tree and blow up, :D only in the movies.

But wouldn't a t72 hit by a javilen explode, like in the vid, cuz every

javilen missile i shoot at a t72, it dont blow up, only like after a 2 sec pause it does.

tugunska, and bmp3 blow up on contact with javilen.

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Well thats just being picky. I already disabled explosions for cars and even wanted them to NOT catch on fire only unless complete and utter destuction and still have less fire and smoke than a burning tank or fuel truck for example, but maybe i can look into that in the future. Anyway in terms of the the mod aka "WarFX Blastcore" things have been going well. At this current stage only a few things need finishing off for the final grand slam release, which all iam going to say is very very soon. :cool:

Edited by Opticalsnare

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