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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
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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

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Old 12-07-16, 06:02 PM   #3
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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
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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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Old 12-08-16, 02:46 AM   #5
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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
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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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Old 12-08-16, 05:53 PM   #7
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Quote:
Originally Posted by HanSolo78 View Post
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.
Hans - thanks for your reply. I have tried quite a bit today. Managed to get the smoke to hang around a stationary ship in calm conditions and trail behind when it moves (local Wind???). Also to turn away from the ship and stream out as the ship moves and turns. But it's not consistent I shall continue trying. Biggest problem is keeping track of what I've changed

Quote:
Originally Posted by mikey117us View Post
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.
I shall give this a go - nice to have some objectives set . Thank you Shame flags can't droop in calm conditions but....

It's also strange to see funnel smoke going one way, flags another and shore/explosion smoke going yet another.
(Didn't have that problem when I burnt some papers yesterday - wherever I stood it got my eyes )

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Old 12-08-16, 11:18 PM   #8
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I use Different Smoke Mod, I tweaked some of it for personal liking. real smoke feathers. my favorite is adding Waterinteraction -0.1 the water rides close to the sea, goes under and rises up to continue its complete afterlife cycle.
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Old 12-09-16, 12:09 PM   #9
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Just found this thread......

http://www.subsim.com/radioroom/showthread.php?t=154338

Soooooo.........what's next on the agenda


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Old 12-09-16, 12:48 PM   #10
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I think we can all agree to say that the weather in SH3 is very bad simulated !

No wind effects (on your speed, on flags, on smokes), wind speed effect broken (too many and too long storms), no snow falling from the sky, no real clouds ...

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Old 12-13-16, 08:18 PM   #11
Doolar
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Default my 2 cents, for what its worth

I'm continually amazed at all the dedication and work that the players/moders put into SHIII, so that we can have a near perfect game. It seems to never end. As soon as one project is finished another eye candy enhancement or game play mod is started. Thanx to all, in making this, SHIII the BEST game in town !
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