Summary
Realistic combat effects for gunfire, tracers, bullet impacts, explosions, fires and wrecks, plus suppression. Every effect has its own slider.
Description
Kinetic VFX is part of the Kinetic family of mods. Kinetic SFX does the same for what you hear; the two are made to work together:
https://reforger.armaplatform.com/workshop/B076785601A267E3-KineticSFX
Kinetic VFX makes combat look and feel like it hits: gunfire, tracers, bullet impacts, explosions, fires and wrecks, plus suppression when rounds land close. Everything follows how the real thing behaves: no lens flares, no bloom, no film grain, nothing cartoonish. Every effect has its own slider.
GUNFIRE
- Muzzle flashes that vary shot to shot and scale with the calibre, restrained by day
- Muzzle gas jetting the side smoke out; at night now and then a few grains of burning powder
- Dust from low and prone muzzles, launcher backblast and vehicle cannons, matched to the ground
- Smoke that builds in long bursts, a smoking barrel after, steam off a hot barrel in rain
- A suppressor's first shot after a pause pops at the can; at night a machine-gun barrel glows dull red after a long string of fire
- Grass whipped by the muzzle blast, nearby bushes swaying
TRACERS
- A burning, flickering glow on every tracer's head with a white-hot core, lighting a little way out of the barrel and sputtering out when burnt
- Visible far off, brighter by day, with a light on the ground and walls around it
- A tracer that strikes before it has burnt out glows where it lies for a moment
- Works with any mod's tracer rounds (no ammo files replaced)
IMPACTS
- By surface: dirt and clods off soil and grass, chips and powder off stone and concrete, brick dust, wood splinters, with dust drifting off in the wind
- Sparks off metal and armour, the odd spark off stone, ricochets
- Mud off wet ground, dust hanging where a machine gun keeps hitting
EXPLOSIONS
- Sized by the explosive's real charge, so other mods' grenades, rockets, shells and mines fit too
- A burst of dark smoke, a spray of sparks and a bigger fireball
- The pressure wave arriving at the speed of sound: a jolt and a brief blur; a shell's shock front as a split-second bend in the air
- Grass pressed flat, trees and bushes swinging, a ring of dust racing out, debris raining back, smoke hanging afterwards
- Dust shaken off roofs and walls, grit falling from the ceiling indoors
- Longer-lasting scorch marks, smouldering craters; blasts in water with spray, a racing ring and a silt stain
FIRES AND WRECKS
- Wrecks burn and smoulder far longer (you choose how long) under smoke that ages from black to grey, with embers and flare-ups
- Burning fuel pools; ammunition cooking off with pops, stray tracers and secondary blasts (no damage)
- On dry days grass fires that creep downwind (looks only); heat shimmer over fires and hot barrels
THE BATTLEFIELD
- Battle haze where a fight goes on; smoke and dust lit properly by fires and flashes, shaped by wind, rain and fog
- Helicopter downwash, dust trails behind vehicles, illumination flares that swing and sputter out
ON YOUR SCREEN (only you see these)
- Suppression: blur, colour loss and shake; concussion and dirt on the screen from close blasts
- Tunnel vision and a heartbeat under heavy fire, a flinch when you're hit, lost night vision after a bright flash
- Optional aim tremor under fire (off by default)
SETTINGS
- A "Kinetic VFX" tab in Settings: a slider for every effect (0-300%), presets, and a Look: Realistic or Cinematic (bigger, thicker, brighter; still no lens or screen effects)
- Performance: Potato, Low, Medium, High (as tuned) or I Want It All; lower levels trim the costliest effects first
- The /fx chat command and Documents\My Games\ArmaReforger\profile\KineticVFX.txt
- A frame-rate guard trims Kinetic VFX's own farthest effects when the game drops below 30 fps (adjustable)
MULTIPLAYER
- Single player, player-hosted and dedicated servers (the server has to load it). Each player's game draws the effects with their own settings. No changes to damage, ballistics or the AI.
COMPATIBILITY
- Needs only the base game and replaces no game files. Played on 1.9 with Shrapnel, Improved Blood Effect and Congos Dynamic Lights.
- ReFX - Effects Enhancement and Spectral Tracers aren't needed: their effects are built in. If either is loaded, Kinetic VFX switches off its own version of their effects so nothing doubles up.
- RHS: Status Quo's big guns will follow once RHS is updated for 1.9.
- Works together with Kinetic SFX (link at the top) and its optional add-on Kinetic SFX - Vanilla Guns:
https://reforger.armaplatform.com/workshop/2EA7C1F7837DDECF-KineticSFX-VanillaGuns
Made for Arma Reforger 1.9.
Made with the help of Opus 5.5. If this is an issue for you, fair enough don't use the mod.
License
Arma Public License (APL)