Arma 3
MRB Air Visibility
2brain 16 Jun, 2017 @ 9:37pm
MRB Tracer Visibility?
Is it possible to design a MRB Trace Visibility mod? I know tracers are visible for the most part but when you are doing extreme range kills say 7km with a heavy cannon the tracer disapears only about 3 clicks in. I think it would be hella helpful.
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Showing 1-8 of 8 comments
burns  [developer] 28 Aug, 2017 @ 1:11pm 
Oh hi, sorry for the late reply, never noticed there was a thread opened here.

Should be possible, have´nt checked though. But the 200 count limit on landmarks as outlined in the biki makes it pretty unfavourable. Factoring in the use of my VIS mods would lower that number even more, so it´d be like "you cannot have more than 150 tracers on screen at any given moment".

If you´ve ever noticed disappearing dust particles on severe artillery/air strikes, this would be just the same, but with disappearing tracers. One big immersion breaker.
Last edited by burns; 28 Aug, 2017 @ 1:13pm
SoulTechnology 14 Aug, 2019 @ 9:49pm 
was about to ask for coloured smoke but something ive noticed is smoke granades already render way further then anything else (using dynamic view distance with ur mods).
if you do read this, what happened to the turret vis mod? was thinking of using it with the new radar systems and navy turrets but i guess turrets generally meant to be hidden by things that wont render in as far with this kinda mod.
burns  [developer] 15 Aug, 2019 @ 6:01am 
Originally posted by SoulTechnology:
was about to ask for coloured smoke but something ive noticed is smoke granades already render way further then anything else (using dynamic view distance with ur mods).
if you do read this, what happened to the turret vis mod? was thinking of using it with the new radar systems and navy turrets but i guess turrets generally meant to be hidden by things that wont render in as far with this kinda mod.

tbh, back then when i looked at the configs and saw how many different sorts of turrets there are i realized it might be a wee bit more complicated to get this done, so i kinda lost interest. I´ll have another look at it for the lulz once i have a few days off. Nice to know that these mods still see some use :)
Last edited by burns; 15 Aug, 2019 @ 6:02am
Ahroovi 15 Aug, 2019 @ 10:54am 
To be fair, tracers don't burn forever. They have finite burn time. Now how long would those cannon tracers realistically burn? No idea.
SoulTechnology 15 Aug, 2019 @ 11:11pm 
also witha 200 cap and amount of tarcers... + only help much at night and if u just want it for imersion then better to turn up settings then use this (thse mrb mods are nice for keeping settings optimal whyll not hindering you / or if your using any adaptive view distance mods).

On another note, if turrets are gonna take work (as i mentioned, only really needed for the larger new turrets like the naval mounts and radar-sam turret pairs, not deployables). maybe one for boats? espeshally with mods that add frigates or trying to hunt pirates from a plane or heli.
burns  [developer] 25 Aug, 2019 @ 8:47am 
Released a ships thingie. Also got the static weapons one done but don´t feel like putting another 2 hours into stuff like pics & readme´s :lunar2019deadpanpig:
SoulTechnology 25 Aug, 2019 @ 9:00am 
who needs pics n readme's anyway. just copy paste from other mods vis mods since they all do the same anyway. and yea, just saw it go up and THANKS!!! u say 'if the benefits outweight the drawbacks' but if ur flying air its kinda mandatory. noticed in editor there is an option to manually apply terrain vis settings to certain objects (kinda useful to slap it on Friendly SL's) but this mods still needed if stuffs spawning in new mid op (which is always).
Last edited by SoulTechnology; 7 Sep, 2019 @ 3:23pm
burns  [developer] 7 Sep, 2019 @ 3:14pm 
I don´t enjoy releasing unfinished stuff ;)
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