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Old 12-07-16, 02:41 PM   #1
MLF
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Default Funnel Smoke and wind direction/speed

Playing around with particles.dat

Anybody know what parameter to change to make funnel smoke follow wind direction and speed. When it's blowing a hooley the funnel smoke goes straight up when the ship is stopped - remarkable . Perhaps it's not in the particles.dat file. Any help would be appreciated.

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MLF
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Old 12-07-16, 03:39 PM   #2
MLF
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Possibly answered this myself ........................

In Particles.dat I set Node #Funnel_Smoke/FastParticleGenerator/Wind/GlobalWind X=1 rather than X=0

Seems to follow the wind direction and speed now

Regards,

MLF
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Old 12-07-16, 06:02 PM   #3
Kendras
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Quote:
Originally Posted by MLF View Post
Possibly answered this myself ........................

In Particles.dat I set Node #Funnel_Smoke/FastParticleGenerator/Wind/GlobalWind X=1 rather than X=0

Seems to follow the wind direction and speed now
Really ? Have to try that !
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Old 12-07-16, 07:09 PM   #4
MLF
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Hmmmm,,,,,

Not overly sure I've got it right. Tried it in a mission where wind speed 15km/hr and seemed to work. In a different mission with stationary ships and wind speed 5km/hr didn't.

I'd be interested in any input. Same with flags - always flutter fwd to aft regardless of wind direction.

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MLF
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Old 12-08-16, 02:46 AM   #5
HanSolo78
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There is no real wind followed smoke in SH3. It is only fake wind where you can set a fixed direction. Years ago I made 6 different funnel smokes for SH3 and for WAC5.0 I reworked some things.
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Old 12-08-16, 03:54 PM   #6
mikey117us
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Here is a quick answer for flags, cracked this one with a future MOD to be released. You or Anyone may use it freely with Credits. ( Mod is from a FOXER Towed Passive Anti-Homing Torpedo Decoy with Cable ) I needed the Decoy to "Turn" with the ship, so I created another Rudder Node naming to not confuse with actual rudders and the Decoy as its child node. Open the .sim file for the ship and the unit-ship Controller and expand it, under rudders add another Object and name it in this case for your Node the Flag is Attached too. Save it Test the Ship and watch the Flag Turn with the Ships Direction. Flags having unique animation always running cannot be affected by GlobalWind. P.S. The New Rudder Node to be Placed in the Ships .dat exactly where the #cfg_FLS ( or whichever flag your linking to ) goes. A 3D Model of the new rudder is not necessary.
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