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PvtDK2

Longuer Missile Smoke Trails

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Hi Everyone!

 

 

I would like to make more realistic the game experience...

 

Could anyone tell me aproppiate values in order to make the missile trails longuer as possible? Thanks you very much.

 

Here my actual trail values for the effect:

 

 

EmissionType=ORIENTED_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=30000.000000

EmissionRate=0.0075000

EmissionVolume=0.6000,0.6000,0.6000

EmissionVelocityTableType=CONSTANT

EmissionVelocity=0.000000,-100.000000,0.000000

EmissionVelocityDeviation=0.0000000

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=30.000000

ParticleLifeTimeDeviation=0.3000

ParticleWeight=-0.10000

ParticleRandomness=0.150000

ParticleDragFactor=0.200000

ParticleInheritence=0.700000

ParticleWindFactor=1.0

ParticleColorTableType=TABLE

ParticleColor[01].Time=0.000000

ParticleColor[01].Value=1.000000,1.000000,1.000000,0.000000

ParticleColor[02].Time=0.080000

ParticleColor[02].Value=1.000000,1.000000,1.000000,0.200000

ParticleColor[03].Time=0.200000

ParticleColor[03].Value=1.000000,1.000000,1.000000,0.150000

ParticleColor[04].Time=0.800000

ParticleColor[04].Value=1.000000,1.000000,1.000000,0.100000

ParticleColor[05].Time=1.000000

ParticleColor[05].Value=1.000000,1.000000,1.000000,0.000000

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0.000000

ParticleSize[01].Value=3.50000

ParticleSize[02].Time=0.150000

ParticleSize[02].Value=7.00000

ParticleSize[03].Time=0.300000

ParticleSize[03].Value=12.50000

ParticleSize[04].Time=0.7500000

ParticleSize[04].Value=15.00000

ParticleSize[05].Time=1.500000

ParticleSize[05].Value=15.00000

BaseSizeDeviation=0.5

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What you mean..."longer"

 

Longer in length? Longer in time? -- time we can do

 

You can increase ParticleLifetime.

 

But, if you do, you may want to change *some* of ParticleSize and ParticleColor TIME values to match....the TIME values are decimal fractions of ParticleLifetime...ie...ParticleColor[04].Time=0.8 means that color happens at 0.8 of 30 seconds -- that's 24 seconds -- in this case.

 

If you make PL 60 seconds, maybe make PC[04].T about 0.4 .... this would make the same colour appear at the same time after the rocket launch -- 24 seconds.

 

Experiment to Taste. :good:

 

The last final TIME should still be =1.0 ... that is the end of particle lifetime ... in the original case; 30 seconds.

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What you mean..."longer"

 

Longer in length? Longer in time? -- time we can do

 

You can increase ParticleLifetime.

 

But, if you do, you may want to change *some* of ParticleSize and ParticleColor TIME values to match....the TIME values are decimal fractions of ParticleLifetime...ie...ParticleColor[04].Time=0.8 means that color happens at 0.8 of 30 seconds -- that's 24 seconds -- in this case.

 

If you make PL 60 seconds, maybe make PC[04].T about 0.4 .... this would make the same colour appear at the same time after the rocket launch -- 24 seconds.

 

Experiment to Taste. :good:

 

The last final TIME should still be =1.0 ... that is the end of particle lifetime ... in the original case; 30 seconds.

 

 

 

This answer is for the time that the smoke remains in air, isnt it, Lexx?

 

Very helpfull too, but i was looking for increase the length of the smoke trail, please.

 

And thanks for that really well explained answer! xD

 

 

 

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Very helpfull too, but i was looking for increase the length of the smoke trail, please.

 

And that is precisely what he told you. Put your thinking cap on on :grin:

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And that is precisely what he told you. Put your thinking cap on on :grin:

 

Hahahaha...

i have little idea about editting... please... me soft with me... xD and also im not english speaking so its hard to understand for me xD

 

I did what he told, and now the smoke of the missile's trail remains longer in time in the sky... but what i want is to make longer the size of the trail... i´ve realized that, from arround a value of 10 in the ParticleLifeTime in the smoke effect, it reaches it maximum lenght from the missile's engine til the end of the smoke trail...

i tried with values of 30 and 60 ParticleLifeTime, and then the smoke remains 30 or 60 seg in time when the missile explodes and then stops creating new trail... but the "length" of the trail is the same from 10 and for 30... and for 60... and for also 300 ParticleLifeTime values...

 

 

post-60505-049597400 1295968949.jpg

 

 

Here you can see the max length that the trail has for 10,30,60... 300 ParticleLifeTime values...

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The effect you've shown is probably hitting the limit of particles that can be assigned per emitter. The same particle-limit issue effects third-party exhaust emitters, as well.

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The effect you've shown is probably hitting the limit of particles that can be assigned per emitter. The same particle-limit issue effects third-party exhaust emitters, as well.

 

Owwwwwwwwwwwww!... bad news for me... i was wondering how it could look if i launch a missile and the trail has "no limits"... til the missile explodes... bad, bad news... X'(

 

Thanks a lot for the help Fubbar!

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Owwwwwwwwwwwww!... bad news for me... i was wondering how it could look if i launch a missile and the trail has "no limits"... til the missile explodes... bad, bad news... X'(

 

Thanks a lot for the help Fubbar!

 

You can always modify the effect to use the TW contrail emitter (which is what the default SAM inflight-effect uses).

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You can always modify the effect to use the TW contrail emitter (which is what the default SAM inflight-effect uses).

 

I was just doing that Fubbar!!! hahahahaha thank you! xD

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Okay, for longer length, you have to change the weapon data. Then you don't have the same missile anymore.

 

(1) BoosterDuration=

 

or

 

(2) BoosterAccel=

 

Increasing one or two of these can make the missile go farther before rocket burnout. So the smoke trail is longer.

 

You also can have smoke made by the rocket coasting...the In Flight Effect. I like NO trails for after rocket burnout, but others do.

 

Unfortunately, sustainer visual effects do not work, at least not in SF-1.

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Okay, for longer length, you have to change the weapon data. Then you don't have the same missile anymore.

 

(1) BoosterDuration=

 

or

 

(2) BoosterAccel=

 

Increasing one or two of these can make the missile go farther before rocket burnout. So the smoke trail is longer.

 

You also can have smoke made by the rocket coasting...the In Flight Effect. I like NO trails for after rocket burnout, but others do.

 

Unfortunately, sustainer visual effects do not work, at least not in SF-1.

 

 

I´ll keep and eye on it! sounds good idea! thanks a lot Lexx, but i think there is a max 10 sec limit for the length of smoke trails that are not contrails.

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I´ll keep and eye on it! sounds good idea! thanks a lot Lexx, but i think there is a max 10 sec limit for the length of smoke trails that are not contrails.

 

I've realized that the limitation is for 5 sec of smoke emission! not ten.... only five sec. After that 5 sec of emition.... the trail start disapearing and "running" after the missile in order to maintain only that 5 sec of emission as max showed in the screen.

 

 

 

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