Space Engineers

Space Engineers

UfoL's Bullet Trails (Tracers) - Orange
21 Comments
UfoL BeerSeeker  [author] 30 May @ 11:14pm 
Some esotheric mod interactions are just beyond be. I have no clue why chaning two numbers in ammo definition would cause any lighting issues, really.
I appreciate you share your solution tho. Perhaps somebody else will find it helpful.
Mettle 30 May @ 11:04am 
Sorry for the delay in response. I'm not entirely sure, but i was able to replicate it on a fresh save star system, with no grids around, just on night side earthlike, with just "Better Looking environment" as skybox, "Graphics revamped" and "Eyes Just Got Clear" + your lovely mod, in that order.
When I switched your mod to the top, the surroundings went a good tad brighter during night.
For my part, the load order switch done it for me, the tracer still look perfect. So, I'm happy :)
Maybe this might help you, if you're interested or anyone else in 2086, if some of the mods are (somewhat) incompatible.
Links for the mods:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2867095339
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1157796670
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2980179629

Thanks again for that lovely mod, I love it
UfoL BeerSeeker  [author] 26 May @ 2:51pm 
all the mod really does is scale up bullet particles. It is just how game engine works, darken the screen when there is something bright on the screen, and is not unique to just bullet trails. There may simply be more bright elements on screen with more trails. Perhaps some other mods also exaggerate that effect?
Mettle 26 May @ 12:35am 
Hey hey my dude, I used this for years happily and just now found out it darkens the environment when loaded after my visual mods!
I always wondered, why my actual survival safe is darker than my other saves, for purley skybox/lighting testing or building and never got the clue why, until I got this mod into the testing. It drove me crazy.
I used Graphics revamped (no skybox) and eyes just got clear among others.
UfoL BeerSeeker  [author] 19 Apr, 2023 @ 10:48pm 
i think it would probably be possible. But changing colours on the fly would require some clever scripting, which is far more than couple variables changed in XML. I was planning to do something similar, but i never got around to learning how to properly code something. Maybe one day when im not exhausted after work i will try again to learn this stuff.
Yull-Rete 19 Apr, 2023 @ 9:10pm 
I don't know enough about SE modding to know how hard it'd be, but would it be possible for you to make a mod that adds RGB sliders to all vanilla weapons to adjust the tracer color, similar to Darkmist's Recolorable Thrusters mod (probably with your other Bullet Trails tweaks as well)? That would allow high levels of personalization without needing millions of ammo types.
kinngrimm 29 Jan, 2023 @ 3:33am 
got you, thanks for the explanation
UfoL BeerSeeker  [author] 29 Jan, 2023 @ 12:57am 
Kingrimm: Negligible if any. In order for SE to struggle with particles you'd need hundreds of guns firing. And game would likely start having issues due to simulating this many guns and grids being hit way before number of particles becomes a problem.
kinngrimm 29 Jan, 2023 @ 12:10am 
does this have any effect onto performance?
Voice 30 Dec, 2022 @ 2:25pm 
Another idea for varying color would be by weapon type, to make it easier to tell what you've just been shot at with.
Lifeoflink 10 Dec, 2020 @ 9:56am 
I like the faction specific idea, too. Maybe make the firearms/small weapons a lighter color of the faction's color where as large guns (i.e. main ship cannons/turrets) use the actual color itself. Maybe the difference can be small grid vs big grid.
UfoL BeerSeeker  [author] 10 Dec, 2020 @ 7:20am 
it probably is possible, but I'm afraid at the moment it exceeds my humble modding ability. But i like the idea. Written down. I may make this happen in future, not near future though.
TuxRiley 10 Dec, 2020 @ 4:19am 
is it possible that my faction has green and not faction gets red?
UfoL BeerSeeker  [author] 22 Nov, 2020 @ 9:43am 
If modded weapons use vanilla ammo then effect will show up.
If they have their own modded ammo I won't be able to. Either original mod author would have to enable tracer ammo I made for his weapons, or I would have to edit and repost somebody's else work, which is not a good thing.

But you can try to ask author of modded weapon to add traces to his ammo. It is just 3 lines to add/edit in Ammos.sbc file:
<ProjectileTrailScale>
<ProjectileTrailProbability>
<ProjectileTrailColor>
Defecticon 22 Nov, 2020 @ 9:23am 
Hi there! Is it possible you can make this work with ammunition of modded weapons as well?
WARLORD2306 29 Oct, 2020 @ 4:57am 
YES
UfoL BeerSeeker  [author] 26 Oct, 2020 @ 7:36pm 
@Warlord
Take a look at this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2269018984
Hopefully this is what you asked :)
Senanthes 26 Oct, 2020 @ 1:33pm 
Danke, I'll see when I can, then! Appreciate your taking the time to answer.
UfoL BeerSeeker  [author] 26 Oct, 2020 @ 12:55pm 
I haven't tested that. There is good chance it will work, as it only modifies vanilla ammo. So as long as other mods leave vanilla ammo alone, it should be ok.
Senanthes 26 Oct, 2020 @ 11:56am 
Quick question, since I can't check it out myself yet; Would this work with WeaponCore?
WARLORD2306 25 Oct, 2020 @ 4:14pm 
IM begging you to make blue red and green and IF AT ALL POSSIBLE make each one optional in the same mod it would be such a popular mod i swear