Forged Alliance Forever Forged Alliance Forever Forums 2013-09-11T03:14:51+02:00 /feed.php?f=2&t=4831 2013-09-11T03:14:51+02:00 2013-09-11T03:14:51+02:00 /viewtopic.php?t=4831&p=53625#p53625 <![CDATA[Re: Missile/Torpedo trails. And the future of FAF.]]>
Luxor144 wrote:
Ummm....greetings.

I've been informed that my mod is being discussed here and was asked to join in.
First of all, I'd like to say I've never personally tried FAF before, so I didn't actually made my mod compatible with it, which might explain most of the technical issues (like that single missile per silo crap).
As for trail effects, they are still in development stage, although I'm still kinda struggling to find a good length for them, as too long pretty much paints the missile trajectory on screen, and too short just doesn't look good or realistic. But as I said, still tweaking it.
For that trail disposition thing, I've noticed it, and it pisses me off too, though I suspect the heat effect might be to blame, which makes it look that way, although I'm not completely sure about that yet.


Welcome!
Glad to see that you have joined! I believe that in FAF mod-vault someone else added your mod? I really hope to see a compatible with FAF version, and then maybe we could see a further discussion. :)

Statistics: Posted by Chosen One — 11 Sep 2013, 03:14


]]>
2013-09-09T11:27:53+02:00 2013-09-09T11:27:53+02:00 /viewtopic.php?t=4831&p=53474#p53474 <![CDATA[Re: Missile/Torpedo trails. And the future of FAF.]]> Current RL missiles don't burn for more than perhaps 1/3rd of their trajectory.

This could be a way to reduce the smoke billboards for optimisation. Also encourages scouting...

Statistics: Posted by snuffles — 09 Sep 2013, 11:27


]]>
2013-09-09T11:01:35+02:00 2013-09-09T11:01:35+02:00 /viewtopic.php?t=4831&p=53465#p53465 <![CDATA[Re: Missile/Torpedo trails. And the future of FAF.]]>
Retnut wrote:
Basically what I'm asking is: does this mod actually change the flight path of the missile or just make it a lot more visible because of the obvious trails?

it makes it more obvious, the flight paths have always been a little bit shitty

Statistics: Posted by ColonelSheppard — 09 Sep 2013, 11:01


]]>
2013-09-09T08:23:52+02:00 2013-09-09T08:23:52+02:00 /viewtopic.php?t=4831&p=53451#p53451 <![CDATA[Re: Missile/Torpedo trails. And the future of FAF.]]>
I've been informed that my mod is being discussed here and was asked to join in.
First of all, I'd like to say I've never personally tried FAF before, so I didn't actually made my mod compatible with it, which might explain most of the technical issues (like that single missile per silo crap).
As for trail effects, they are still in development stage, although I'm still kinda struggling to find a good length for them, as too long pretty much paints the missile trajectory on screen, and too short just doesn't look good or realistic. But as I said, still tweaking it.
For that trail disposition thing, I've noticed it, and it pisses me off too, though I suspect the heat effect might be to blame, which makes it look that way, although I'm not completely sure about that yet.

Statistics: Posted by Luxor144 — 09 Sep 2013, 08:23


]]>
2013-09-09T05:06:15+02:00 2013-09-09T05:06:15+02:00 /viewtopic.php?t=4831&p=53439#p53439 <![CDATA[Re: Missile/Torpedo trails. And the future of FAF.]]> Statistics: Posted by Astrofoo — 09 Sep 2013, 05:06


]]>
2013-09-09T04:34:09+02:00 2013-09-09T04:34:09+02:00 /viewtopic.php?t=4831&p=53438#p53438 <![CDATA[Re: Missile/Torpedo trails. And the future of FAF.]]> ). Basically what I'm asking is: does this mod actually change the flight path of the missile or just make it a lot more visible because of the obvious trails?

If that's the case, it might be possible to only use the effects at launch and not once the missile hits max height. This wouldn't fix the nuke silo only firing once, though.

Statistics: Posted by Retnut — 09 Sep 2013, 04:34


]]>
2013-09-09T03:03:29+02:00 2013-09-09T03:03:29+02:00 /viewtopic.php?t=4831&p=53437#p53437 <![CDATA[Re: Missile/Torpedo trails. And the future of FAF.]]> - a bit less smoke for normal TML, much less for mml and cruiser (maybe a bit less, less for Spearhead)

I just screened everything that looks stupid/weired
Image
Image
Image
Maybe the trail can dissapear faster, or get blown away at the impact, also maybe when the missle is on travel hight it gets a much smaller tail, so that this "knick" doesnt
look so awefull, i mean it's not unusal for amissle to extra accelerate near to their target


Image
Image
i think something is wrong with the location of the engine.. at least it feels like this


the nukestart from the strat missle sub looks awefull right now, thebilly looks cool but has the same problem as the first 3 pictures obviously

Statistics: Posted by ColonelSheppard — 09 Sep 2013, 03:03


]]>
2013-09-09T02:09:53+02:00 2013-09-09T02:09:53+02:00 /viewtopic.php?t=4831&p=53433#p53433 <![CDATA[Re: Missile/Torpedo trails. And the future of FAF.]]> Its called Firey Explosions. It is in mod vault.

Statistics: Posted by Chosen One — 09 Sep 2013, 02:09


]]>
2013-09-08T21:17:28+02:00 2013-09-08T21:17:28+02:00 /viewtopic.php?t=4831&p=53419#p53419 <![CDATA[Re: Missile/Torpedo trails. And the future of FAF.]]> to me they look more realistic and awesome as well :) (who even cares about realism anyway?)
its more satisfying to have a trail for a nuke rather than a green strip for aeon.. and the tac missile trails look kinda meh atm

Statistics: Posted by Exotic_Retard — 08 Sep 2013, 21:17


]]>
2013-09-08T19:40:37+02:00 2013-09-08T19:40:37+02:00 /viewtopic.php?t=4831&p=53412#p53412 <![CDATA[Re: Missile/Torpedo trails. And the future of FAF.]]> Statistics: Posted by ColonelSheppard — 08 Sep 2013, 19:40


]]>
2013-09-08T19:08:57+02:00 2013-09-08T19:08:57+02:00 /viewtopic.php?t=4831&p=53411#p53411 <![CDATA[Re: Missile/Torpedo trails. And the future of FAF.]]> Statistics: Posted by Chosen One — 08 Sep 2013, 19:08


]]>
2013-09-08T16:04:05+02:00 2013-09-08T16:04:05+02:00 /viewtopic.php?t=4831&p=53387#p53387 <![CDATA[Re: Missile/Torpedo trails. And the future of FAF.]]> Statistics: Posted by ColonelSheppard — 08 Sep 2013, 16:04


]]>
2013-09-08T15:35:24+02:00 2013-09-08T15:35:24+02:00 /viewtopic.php?t=4831&p=53386#p53386 <![CDATA[Re: Missile/Torpedo trails. And the future of FAF.]]> Statistics: Posted by Ze_PilOt — 08 Sep 2013, 15:35


]]>
2013-09-08T14:51:12+02:00 2013-09-08T14:51:12+02:00 /viewtopic.php?t=4831&p=53385#p53385 <![CDATA[Re: Missile/Torpedo trails. And the future of FAF.]]>
Image
Image

I was speaking bout this.

Statistics: Posted by Chosen One — 08 Sep 2013, 14:51


]]>
2013-08-27T20:45:18+02:00 2013-08-27T20:45:18+02:00 /viewtopic.php?t=4831&p=51887#p51887 <![CDATA[Re: Missile/Torpedo trails. And the future of FAF.]]> But indeed iff PA have good game ahead maybe in future...who nows?
I think the players we have now will keep here forever,we have enouth players.

Statistics: Posted by LittleInferno — 27 Aug 2013, 20:45


]]>