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-   -   [REL] Sub Exhaust for SH5 (https://www.subsim.com/radioroom/showthread.php?t=164484)

TheDarkWraith 05-22-10 04:36 PM

Quote:

Originally Posted by Nisgeis (Post 1400560)
Can you link it to engine RPM, instead of speed?

No. there is no controller that 'controls' FPGs and PGs by RPM. There is a controller that controls them via speed though and that's the one I use.

Nisgeis 05-22-10 04:46 PM

Is that new for SH5?

TheDarkWraith 05-22-10 04:47 PM

Quote:

Originally Posted by Nisgeis (Post 1400568)
Is that new for SH5?

nope. Almost same controller from SH3 and SH4.

Nisgeis 05-22-10 04:57 PM

Oh, I've done some work with the particle generators and I never noticed that you could control the particles by the speed of the sub - which setting is it?

tonschk 05-23-10 02:20 AM

Quote:

Originally Posted by Capt Jack Harkness (Post 1397970)
Would it be possible to get the smoke to rise a bit into the air instead of just laying on the ocean? Basically like the diesel powered escorts' smoke.

The smoke raise just a little , perhaps need a bit more dispersion

http://img337.imageshack.us/img337/1559/mmmz.png
http://img171.imageshack.us/img171/8397/hhhhhfff.png

SteelViking 05-23-10 12:27 PM

Hey tonschk, since you're working on this, do you think you could add smoke while in reverse?

TheDarkWraith 05-23-10 01:22 PM

Quote:

Originally Posted by SteelViking (Post 1401147)
Hey tonschk, since you're working on this, do you think you could add smoke while in reverse?

I don't think he's working on it. He's just commenting. I'll work on this and the flags when I'm done with the UIs.

SteelViking 05-23-10 02:51 PM

Quote:

Originally Posted by TheDarkWraith (Post 1401172)
I don't think he's working on it. He's just commenting. I'll work on this and the flags when I'm done with the UIs.

Oh, ok. Well I am looking forward to your future work then.:salute:

Capt Jack Harkness 05-23-10 09:28 PM

Cool, well on that note, is it also possible to make the exhaust collisionable so that it blows around the sub instead of through it?

TheDarkWraith 05-23-10 09:31 PM

Quote:

Originally Posted by Capt Jack Harkness (Post 1401458)
Cool, well on that note, is it also possible to make the exhaust collisionable so that it blows around the sub instead of through it?

highly doubtful.

Kromus 05-24-10 04:08 PM

TDW I hope you didn`t forget to change a bit dependability of smoke trail on wind direction :) Looking forward to it.

Madox58 05-24-10 04:24 PM

Quote:

Originally Posted by Capt Jack Harkness (Post 1401458)
Cool, well on that note, is it also possible to make the exhaust collisionable so that it blows around the sub instead of through it?


TDW is correct that Collisions can not be done.
Each Partical is a 'New' creation.
Therefore you can not add a zone to them.
Some animations from earlier SH series suffered the same problem.
You could add a damage zone to the base model?
But the way the animations worked ment there was no damages attached.
That's one of the reasons you can't shoot Survivors in SH3.
(That can be fixed by adding a Dummy spot for the animations and adding a damage zone to it! Kill the Dummy? Kill the Survivors! :rotfl2:)

TheDarkWraith 05-24-10 06:55 PM

v1.0.2 released. See post #1 for details :|\\

SteelViking 05-24-10 08:13 PM

Thanks for the update TDW:yeah:

TheDarkWraith 05-24-10 09:39 PM

Quote:

Originally Posted by Kromus (Post 1402210)
TDW I hope you didn`t forget to change a bit dependability of smoke trail on wind direction :) Looking forward to it.

That was changed in v1.0.1. Is it not enough still?


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