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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
View Poll Results: Acccuracy and preference for moded vs current tracers | |||
I think we should immediately use the "new" tracers. |
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19 | 14.18% |
I think with some more work the "new" tracers should be used. |
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50 | 37.31% |
Indifferent to the tracer effects/possible effects. |
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35 | 26.12% |
I like the current tracers. |
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30 | 22.39% |
Voters: 134. You may not vote on this poll |
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#51
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true, the round does "arc" (depth of arc depending on various conditions present and how much bang went into pushing it out the barrel) but in that arc they fly straight... they don't wobble about like seen in guncam footage.
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#52
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Just wanted to say that the title of this topic made me lulz - IMO the nicest (although it may be incorrect) tracers that I've seen in game were in B17 the old microprose game - esp in fighter.
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#53
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Basically the eye picks out an object for you to see, while a camera sees everything "equally" and does not track objects like an eye does. |
#54
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#55
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As someone who specifically trains the special forces on weapons, even more specifically, machine guns, I've seen and fired more rounds of various amounts of ammunition in a single work day than most will ever in their whole life. I know EXACTLY what they look like being fired from virtually every type of situation. The tracers in game look fine. You're used to Hollywood effects. Stop thinking that you want to focus a specific round. You never do that when you are firing a weapon and that is the ONLY way what you are saying would EVER happen. And that's why your arguments over at SimHq about staring at a flashlight,pen, candle and waving it around don't hold any water. Once you realize that you don't focus on what's coming out of the weapon, but instead, the target you are firing at, it should start making sense to you. What we have in game can never be truly 100% accurate simply because the game is shown across a 2d screen in the same exact fashion as a video camera. If you are looking down the sights on a target, virtually everything else is not in focus. In an airplane this effect is much much less, but still present. The game has 100% of your viewing angle perfectly focused all the time, but as stated over at SimHq, this is simply because of hardware limitations. But what we have now, is more correct that some zig zag bs tracer that you want from a movie. Star Wars at least got them right. And if you didn't know "the blaster" in Star Wars came about after watching tracer ammunition. It's modeled directly from a tracer round. So when someone says star wars tracer rounds, I laugh and think to myself, this is actually a compliment. |
#56
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For humans, there is a lot of meat and cartilage absorbing the vibrations long before they can ever reach your eyeball. I've fired many rounds from the 25mm bushmaster M242 in a LAV turret, and i can tell you first hand, that when you watch tracers go downrange through the optics, they squiggle, but when you pup your head out of the turret and watch with the naked eye, they do not. This is simple fact. |
#57
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It is a physical impossibility for a point of light that is moving away from you, whilst you are moving left to right, to trace a straight line over your retina. Explain to me how they would stay straight if you are so sure. Like I said cods light trails always stay at 180 degrees to the line of flight. If you actually bothered to work this out you'd realise that a light trail always has to be at 180 degrees to the 'percieved' movement. It's a very subtle difference. Again, the tracers in cod (and most games) behave as if they have a physical tail. They dont. The tail only exists in the eye and it would be impossible to keep every round in focus if you were looking through the sight with an infinite focal depth, like in CoD. Therefore the path they trace over your eye would only be perfectly straight if you were still. It's a simple fact. Last edited by winny; 07-16-2011 at 10:50 AM. |
#58
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Winny,
the speed difference between the bullet and the possibly highest lateral movement make the distortion you are trying to describe so minuscule that it is so unimportant to waste even 1 computing cycle on it.
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#59
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It only takes a very small movement for this effect to happen. The speed of the bullet is irrelevant. It's all about relative speed across the retina. regardless of actual speed (which is the reason that tracer coming in from the side appear to have a longer tail), they move across the retina quicker than ones moving away from you. Again, this effect does not hapen anywhere except in the eye. Any movement of the head/eye/aircraft will effect it. To understand this you need to stop thinking in 3d, tracer light trails are a 2d effect on the back of the eye, like a pen on paper. They are not affected by perspective. To say that the effect is miniscule is missing the point, if the tail appears to be 2 feet long or 22 feet long it should still be aligned to the relative movement over the 2d image in the back of the eye, not the actual movement in 3D space. As for wasting cycles.. That's what they are doing now, by drawing in 3d bars of light. I'm no games designer and this may actually be horrendously difficult but.. Surley it would be lighter on resources to simply not render the tracer in 3D but to draw them in as a 2D overlay, with the tail at 180 degrees to the movement across the eye/screen? ie. treat it exactly as it is, instead of rendering a 3d bar of light that doesn't actually exist anywhere except inside your eye. |
#60
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The problem I have with the current effect is the thickness and also the tracer is always perfect. I never see any randomness in the bullet decay or fade as it falls away, they all burn perfectly, almost like switching 'realistic gunnery' off in IL2:1946. There needs to be variation in the animation. MP
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