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[MOD] Multicoloured Tracers


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Posted (edited)

 

@Mtnbiker1998actually, there are not many changes... so I quickly made a new release for you!

 

Anybody reading this, feel free to learn how to use UnGTP2 and update the mod on your own.. I actually took over the mod from mighty @Mitthrawnuruodo a long time ago...

 

 

*****************************************************

BREAKING NEWS: Quick Update for compatibility to 5.002:

 

M U L T I   C O L O R E D    T R A C E R S 1 . 3 . 0  release

***********************************************************

 

 

>>>DOWNLOAD HERE:<<<
>>>LINK<<<<<<<<<<<<<<
>>>>>https://file.io/FxZkFdKKkm1n

 

changes:

 

tracershowtime increased to 2.x seconds for 7-12 mm mgs.. I think 1.7 seconds is a too short tracer time personally...

 

I tried to increase tracer length by increasing those values, not sure if it works:
SizeArgVal=0.4 //was 0.38
LenghtArg=35 // was 20
LenghtArgMinValSpeed=300 // ì/ñ, ñêîðîñòü ïðè êîòîðîé àðã=0.0 // was 400
LenghtArgMaxValSpeed=900 // was 800


For me personally, the tracers visibility is fine running a Rift S...

 

The mod is using the old tracer images.. see: Multicoloured Tracers_V1.3.0\data\graphics\ammo\textures

 

Due to real life professional and private obligations my free time is rather limited which I try to spend flying and doing some tweaking on my own.

Thank you for your understanding and patience ?

 

 

Try to not to get hit by too many multicolored tracers...

 

have fun

Cheers

Tobias Rieper

 

 

Multicoloured Tracers_V1.3.0.zip

Edited by rieper_420
  • Like 2
  • Thanks 3
Posted
6 hours ago, rieper_420 said:

 

@Mtnbiker1998actually, there are not many changes... so I quickly made a new release for you!

 

Anybody reading this, feel free to learn how to use UnGTP2 and update the mod on your own.. I actually took over the mod from mighty @Mitthrawnuruodo a long time ago...

 

 

*****************************************************

BREAKING NEWS: Quick Update for compatibility to 5.002:

 

M U L T I   C O L O R E D    T R A C E R S 1 . 3 . 0  release

***********************************************************

 

 

>>>DOWNLOAD HERE:<<<
>>>LINK<<<<<<<<<<<<<<
>>>>>https://file.io/FxZkFdKKkm1n

 

changes:

 

tracershowtime increased to 2.x seconds for 7-12 mm mgs.. I think 1.7 seconds is a too short tracer time personally...

 

I tried to increase tracer length by increasing those values, not sure if it works:
SizeArgVal=0.4 //was 0.38
LenghtArg=35 // was 20
LenghtArgMinValSpeed=300 // ì/ñ, ñêîðîñòü ïðè êîòîðîé àðã=0.0 // was 400
LenghtArgMaxValSpeed=900 // was 800


For me personally, the tracers visibility is fine running a Rift S...

 

The mod is using the old tracer images.. see: Multicoloured Tracers_V1.3.0\data\graphics\ammo\textures

 

Due to real life professional and private obligations my free time is rather limited which I try to spend flying and doing some tweaking on my own.

Thank you for your understanding and patience ?

 

 

Try to not to get hit by too many multicolored tracers...

 

have fun

Cheers

Tobias Rieper

 

 

Multicoloured Tracers_V1.3.0.zip 812.87 kB · 7 downloads

Thank you!! They look as good as ever, good to hear that they weren't too badly broken by the damage model fixes.

  • 2 weeks later...
Posted

I'm just now checking back here and after updating the sim with Tank Crew, I don't think that the new tracers are working.  Any ideas?

Posted

Are you using the version a couple of posts above this one? They work for me.

Posted
19 hours ago, Skycat1969 said:

Are you using the version a couple of posts above this one? They work for me.

Yes, 1.3.0   I'm using the Steam version of the sim and I'm not sure what I'm doing wrong

19 hours ago, Skycat1969 said:

Are you using the version a couple of posts above this one? They work for me.

It's also worth noting that I haven't tried the aircraft but have been testing in the tanks.  This should work all around though, right?

Posted

I don't know about "all around." I'll check Tank Crew next time but I've never noticed anything except orange tracers there.

Posted
15 minutes ago, choctaw111 said:

Yes, 1.3.0   I'm using the Steam version of the sim and I'm not sure what I'm doing wrong

It's also worth noting that I haven't tried the aircraft but have been testing in the tanks.  This should work all around though, right?

Now I've tested the Il2 aircraft and still the same color.  I'm not sure where else I should put the data folder

 

27 minutes ago, choctaw111 said:

Yes, 1.3.0   I'm using the Steam version of the sim and I'm not sure what I'm doing wrong

It's also worth noting that I haven't tried the aircraft but have been testing in the tanks.  This should work all around though, right?

Problem solved.  I upgraded with Tank Crew after uninstalling and reinstalling the sim and MODS were turned back off which I hadn't noticed.  Skycat, I appreciate you taking the time to respond.  I haven't been around the forums lately and was wondering if there are still guys around from the old UbiZoo 20 years ago.  THAT was blast back then!

Posted

Yes I was a regular at the UbiSoft IL-2 forums and also at SimHQ and a couple of other forums.

  • Like 1
Posted

I tried messing around with the BMP files to see if I could increase the physical length of the tracer from 6 feet to 45 feet but had no luck.  Let me explain why I want to do this.  As I had mentioned in similar topics over many years, the original Cliffs of Dover got the tracers absolutely correct in appearance, going so far to change the apparent physical length depending on the time scale.  At pause, the tracers were just "dots" while at normal speed, the tracers were longer.  At 60 frames per second, a projectile travelling at 2,700 feet per second will cover a distance of 45 feet.  The tracers, at 60 frames per second should be 45 feet long.  In game, they are maybe 6 feet long.  I was able to mod Il2 '46 with these longer tracers and they were beautiful.  How to do that in this sim?

  • Upvote 1
Posted

I believe you're attempting to replicate a camera effect related to shutter exposure, not the correct visualization of tracers in real life. I've read WWII pilot accounts that describe AA tracers as glowing softballs. Taking human persistence of vision into account that would cause "tails" behind the tracer round, I believe the game gets it more or less correct and that 45 foot long tracers would be either represent gun camera footage or  Hollywood story telling.

 

 

Posted

@choctaw111: did you try changing the value "LenghtArg" in the .txt files?

 

original is LenghtArg= 20

 

=> so try putting LengthArg to 150 ?

Maybe that works?

Please understand that you will need to edit each file in
data\LuaScripts\worldobjects\ballistics\projectiles\bullet*.txt

data\LuaScripts\worldobjects\ballistics\projectiles\shell*.txt

data\LuaScripts\worldobjects\ballistics\ammunitionfornpc\npc*.txt

 

I hope I was able to explain it in an understandable way without knowing your technical background

 

Have fun playing with the values and get whatever tracer length you feel comfortable with ?

 

Cheerio

Tobias Rieper

Posted
5 hours ago, Skycat1969 said:

I believe you're attempting to replicate a camera effect related to shutter exposure, not the correct visualization of tracers in real life. I've read WWII pilot accounts that describe AA tracers as glowing softballs. Taking human persistence of vision into account that would cause "tails" behind the tracer round, I believe the game gets it more or less correct and that 45 foot long tracers would be either represent gun camera footage or  Hollywood story telling.

 

 

Well,  I've seen plenty of tracers in real life with my background in the Airborne Infantry and I've discussed this topic extensively over the years.  Since we're dealing with a display that generates 60 FPS, I use that as a gauge as to how they should appear.  It is said that the human eye is equivalent to 90 FPS.  If that's true then tracers would have an apparent length of 30 feet to the human eye, much like the Star Wars effects.  Again, the original tracers in Il2 Cliffs of Dover were the most accurate I've seen in a virtual rendition.

4 hours ago, rieper_420 said:

@choctaw111: did you try changing the value "LenghtArg" in the .txt files?

 

original is LenghtArg= 20

 

=> so try putting LengthArg to 150 ?

Maybe that works?

Please understand that you will need to edit each file in
data\LuaScripts\worldobjects\ballistics\projectiles\bullet*.txt

data\LuaScripts\worldobjects\ballistics\projectiles\shell*.txt

data\LuaScripts\worldobjects\ballistics\ammunitionfornpc\npc*.txt

 

I hope I was able to explain it in an understandable way without knowing your technical background

 

Have fun playing with the values and get whatever tracer length you feel comfortable with ?

 

Cheerio

Tobias Rieper

Thanks, Rieper.  I've tried adjusting the length value before and didn't see any difference.  There is also the BMP files that I tried lengthening which resulted in some strange visual effects

  • 1 year later...
=1stROF=lapwin
Posted

Question: is it still possible to fly on online multiplayer servers when this mod is enabled? 

 

Before I try this out, I'd like to know as I only play online.

 

Thank you!

 

Lapwin

  • 1 month later...
Posted
On 4/2/2020 at 9:14 PM, rieper_420 said:

Hi all,

 

with the permission of Mitthrawnuruodo, I have made an updated version of the mod:

Thanks again!!

 

1)
AAA tracers now are also colored: look out for those white streaks of 20mm AAA Flakvierling!
Thanks Gretsch_Man for the suggestion! I would not have come up with the idea myself haha

 

2)
I changed the tracer sizes a little:
37mm cannon should have a little bigger tracer than 7.62mm (maybe not realistic, but looks "cooler")

 

Guns:

7,62 mm: Visualradius = 3.8 (default 4)

7,92 mm: Visualradius = 4 (unchanged)

12,7 mm: Visualradius = 4.4 (default 4)

13 mm: Visualradius = 4.4 (default 4)

15 mm: Visualradius = 5 (using MG tracer textures)

 

Cannons

20 mm: Visualradius = 4 (unchanged)

23 mm: Visualradius = 4.6 (default 4)

30 mm: Visualradius = 5 (default 4)

37 mm: Visualradius = 6 (default 4)

 

 

3)
German 13 MM is now purple bluish

 

DOWNLOAD HERE:

 

Download outdated:

http://www.mediafire.com/file/bme7bhmj33aqper/Multicoloured_Tracers_V1.1.zip

 

make sure to download V1.2: updated to Game Version 4005

http://www.mediafire.com/file/3gnwk8oayedwdk8/Multicoloured_Tracers_V1.2.zip

 

Feel free to change yourself
see: Multicoloured Tracers_V1.1\data\luascripts\worldobjects\ballistics\projectiles\*.txt  => Default visualradius= 4


I tweaked the tracer colors a little bit:

 

 Green

    Soviet 7.62 mm

 

Blue (a more whitish blue than Mitthrawnuruodo original color)

    German 20 mm

 

White

    Italian 7.7 mm
    Italian 12.7 mm
    Soviet 12.7 mm

 

Purple

    German 13 mm
    
Yellow

    German 15 mm
    German 30 mm
    German 37 mm
    Soviet 20 mm


Red     
    British 11 mm
    British 7.7 mm
    British 20 mm
    USA 12.7 mm
    USA 7.62 mm
    USA 37 mm
    Soviet 23 mm
    Soviet 37 mm

 

Details:
If you like to modify yourself: See the files bullet*.txt / shell*.txt in "Multicoloured Tracers_V1.1\data\luascripts\worldobjects\ballistics\projectiles":

Search for the line
VisualImage=0,"graphics/ammo/ammoRmg.mgm",false // TODO

and replace the "ammoRmg.mgm" with "ammoGmg.mgm" to change tracer color from Red to Green
    

  • bullet_eng_11x59: ammoRmgSmk =>   Red MG bullet with Smoke trail  => R MG SMK
  • bullet_eng_7-7x56: ammoRmg => Red MG bullet (no smoke trail)
  • bullet_ger_13x64: ammoPmgSmk => Purple MG bullet (smoke trail) I don't know if it is historic but I like the difference from the white blue
  • bullet_ger_7-92x57: ammoYmg => Yellow MG bullet (no smoke trail)
  • bullet_ita_12-7x81: ammoWmg => White MG Bullet (no smoke trail)
  • bullet_rus_12-7x108: ammoWmg  => White MG Bullet (no smoke trail)
  • bullet_rus_7-62x54 ammoGmg => Green MG Bullet (no smoke trail)
  • bullet_usa_12-7x99: ammoRmg  => Red MG bullet (no smoke trail)
  • bullet_usa_7-62x63:  ammoRmg => Red MG bullet (no smoke trail)
  • shell_eng_20x110: ammoRacSmk => Red AutoCannon with Smoke Trail (R AC SMK)
  • shell_ger_15x96: ammoYmgSmk => Yellow MG bullet with smoke trail
  • shell_ger_20x82: ammobacsmk => Blueish / White AutoCannon with Smoke Trail
  • shell_ger_30x184: ammoYacsmk => Yellow AutoCannon with Smoke Trail
  • shell_ger_37x263: ammoYacsmk => Yellow AutoCannon with Smoke Trail
  • shell_rus_20x99: ammoYacSmk => Yellow AutoCannon with Smoke Trail
  • shell_rus_23x152: ammoRacSmk  => Red AutoCannon with Smoke Trail
  • shell_rus_37x198: ammoRacSmk => Red AutoCannon with Smoke Trail
  • shell_usa_37x145 ammoRac => Red AutoCannon (no Smoke Trail)

 

since there are separate files for AP & HE ammo, you could even have a mixed tracer color when firing AP/HE cannon mix - never tried it out myself...

(for example firing alternating purple / blue tracer with 13mm)

 

Change Tracer Color yourself!

If you would like to adapt the color, you can change it yourself ? (thanks for making IL-2 so mod friendly in some areas)
Go to the folder Multicoloured Tracers_V1.1\data\graphics\ammo\textures and edit the .bmp file with Paint or whatever

 

AAA tracer colors and sizes can be modified here:
C:\Games\SteamLibrary3\steamapps\common\IL-2 Sturmovik Battle of Stalingrad\MODS\Multicoloured Tracers_V1.1\data\luascripts\worldobjects\ballistics\ammunitionfornpc

change:

 

VisualImage=0,"graphics/ammo/ammowmg.mgm",false
visualradius=4

 

as you like to change tracer size and color

 

 

 

Bonus Mod:

Less Tracer Smoke (does not conflict with multicolored tracers

I toned down the tracer smoke for MG and Cannon at around 30%  - looks more transparent grey smoke like to me now...

 

DOWNLOAD HERE

http://www.mediafire.com/file/dm5pu5qap1i7r4n/less_tracer_smoke.zip

 

 

Secret bonus info (do not read)

 

It would also be possible to cheat here and edit ammo parameters, e.g. make the german 30mm AP ammo more powerful than the Russian 37mm.

 

One would just need to compare the files shell_ger_30x184_ap.txt & shell_rus_37x198_ap.txt in the folder  "Multicoloured Tracers_V1.1\data\luascripts\worldobjects\ballistics\projectiles"

 

If somebody would take a look at the Lines: Armor1, Armor2, Armor3, Armor4 => those describe the penetration values calculated by some fancy physics magic

 

You could also make cheaty overpowered ammo by changing the values of mass, DefaultStartSpeed, DefaultBulletSpeed & BulletSpeed to make the projectile faster and heavier (also considered a cheat!)

 

 

less_tracer_smoke.zip 140.36 kB · 45 downloads

Multicoloured Tracers_V1.1.zip 251.06 kB · 67 downloads

Doesnt work. hitting enemy with cannons results in an error message about luascript explosions for 12-23mm guns not having a value or something.

Posted (edited)

It's no longer in sync with the current game version and needs to be updated for it to work. Probably worth posting a pic of the error to help whoever ends up doing it.

 

Edited by Stonehouse
Posted (edited)

Hello @Litschi

 

please post error message.

I cannot reproduce the issue.

Are you using V1.3?


I checked all the files and there are no changes / differences since most recent version

 

Edit:

the only file that uses "hit_ap_12-23mm_*" is the russian 25mm AP ammo:

delete the file "\data\luascripts\worldobjects\ballistics\ammunitionfornpc\npc_shell_rus_25_ap.txt" from the mod.

 

This will change the 25mm ammo back to "boring" reddish but should remove the error message.

No idea what the problem might be here - I don't have much time to fly lately and even less time to maintain mods unfortunately...

 

Cheers.

Rieper

Edited by rieper_420
  • Thanks 1

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