What a mod! For me, the best combination is Prime8's Distinct Weapon FX with this. Battle feels more realistic, with less fireworks than vanilla, plus burning destructed mechs and vehicles, which will keep burning until running out of fuel and/or flammable materials. Not a single frame drop, btw.
Hey there! Awesome mod! Is there a chance to make fire a little more random? So that not every flame is that big extreme one (maybe switch random between 3-4 different sized ones), and maybe not all vehicles catch fire each time?
Hey ljorder66 what's up. I found a way to prevent dead VTOL and tanks from disappearing, and it's because one of your comment: If they are recycled only when not in the player's field of view, then the game has to do a raycast to check that...so...I set the bounding box of the particle to -60000 ~ 60000 on all xyz axis (check the 'fixed bounding box' checkbox), and it worked.
The game still recycles the mesh, but the effects stayed. Thought you might want to know, cheers xD ljordther66
Hey ljorder66, awesome mod. I'm making my own fx mod but couldn't figure out how you made tank/VTOL etc explosions last longer. It seems the particle systems get destroyed when the mesh is removed? Things like trees work fine though.
I've tried using blueprints to spawn a 'stand-alone' smoke after the explosion, but being the idiot that I am it doesn't seem to work as I can't figure out how to detect an certain asset being spawned, and I don't think it's a good idea for me to touch the tank blueprint (as I suspect many gameplay mods uses it)? Could you help me out please I've been at this for days ; - 0
with my mod tank wreckage will keep burning if you keep it in your sight and distance<500M, otherwise it will disappear. and I noticed sometimes wreckage staying longer, sometimes it just dissolved instantly
I'm completely confused. Lastnight I did something uninteded and both tank and vtol werkages stayed (my duration was set to 0, forever). I have no idea what I changed today, they went back to disappearing again. Should have kept a back up of the mod, didn't.
I modded the Tank blueprint and modded the 'Deactivation' parameter from 50000 to 500000, doesn't seem to do anything. So confused....
I tried before even with deactivation click, but the result was the same, if you keep the wreckage in sight within the distance the wreckage won't disappear, move your sight away, it disappear. I suspect the real control it's in C++ class
Is there any chance of a future fix for the flames from the last mission bug? Like killing/resetting all the effect spawners the moment a mission ends?
I tested your last version. It does look amazing but is killing my game even on the menu. I can see some kinda strange sparkle artifact (like fireflies) here and there even during the mission select screen. My rig is really powerful and I've never encountered any slowdown or problem with other versions but now I've around 30 fps even when repairing my mechs. I use AMD maybe this can help.
Thx for your work and your time. Hope for a fix soon
in this version, i left some unused emiiter disabled in files, i just uploaded two files in miscellaneous section, v1 deleted all disabled emitters, v2 deleted all the disabled emitters and spark. hope one is work. i have to go to work now, i will follow up tonight.
thx for your time. after some testing, both fix the problem but v2 is way way more performance-friendly so I'm gonna stick with that for now. Anyway, god damn it looks gorgeous really well done. If you need more testing just let me know.
any chance of a high-quality light version at 3 minutes burn time? 12-minute version seems to leave fires burning across multiple missions and even the starfield when jumping between systems. its still a totally awesome mod bar that bug though
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Not a single frame drop, btw.
Awesome mod!
Is there a chance to make fire a little more random? So that not every flame is that big extreme one (maybe switch random between 3-4 different sized ones), and maybe not all vehicles catch fire each time?
The game still recycles the mesh, but the effects stayed. Thought you might want to know, cheers xD
ljordther66
I've tried using blueprints to spawn a 'stand-alone' smoke after the explosion, but being the idiot that I am it doesn't seem to work as I can't figure out how to detect an certain asset being spawned, and I don't think it's a good idea for me to touch the tank blueprint (as I suspect many gameplay mods uses it)? Could you help me out please I've been at this for days ; - 0
I modded the Tank blueprint and modded the 'Deactivation' parameter from 50000 to 500000, doesn't seem to do anything. So confused....
was there anyway to make the wrecks and whatnot last longer too?
Thx for your work and your time. Hope for a fix soon