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Old 04-02-10, 07:23 PM   #91
TheDarkWraith
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Quote:
Originally Posted by sport02 View Post
there is no smoke when you go backwards !!
oh yes, you are right. I did forget that We'll have to fix that.
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Old 04-03-10, 11:57 AM   #92
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okay so what's the general concensus? Is the exhaust trail too long? too dark?
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Old 04-03-10, 12:41 PM   #93
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Originally Posted by TheDarkWraith View Post
okay so what's the general concensus? Is the exhaust trail too long? too dark?
I`d be happy if you could make also version with much shorter smoke. Longer smoke can stay as different version for anyone who likes it but it`s just too long for my taste. I think 2 max 3 meters would be enough. Otherwise it`s great mod
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Old 04-03-10, 02:33 PM   #94
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I also vote for a shorter version. with the engines at temp and running well it would be a subtle amount and length of smoke. now if there was a way to link amounts to engine damage, that would be even more cool. darker and thicker as the damage rate goes up.
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Old 04-03-10, 03:13 PM   #95
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In my opinion the darkness/density of the smoke is spot on, but I think that shorter trails (a little over half current length) would be more realistic. Smoke from a well maintained diesel engine even the size of a u-boat's should dissipate pretty quickly.

P.S. Thank you for working on this TDW, your immense amount of effort to improve this sim is much appreciated by all.
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Old 04-03-10, 03:17 PM   #96
TheDarkWraith
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Originally Posted by SteelViking View Post
In my opinion the darkness/density of the smoke is spot on, but I think that shorter trails (a little over half current length) would be more realistic. Smoke from a well maintained diesel engine even the size of a u-boat's should dissipate pretty quickly.

P.S. Thank you for working on this TDW, your immense amount of effort to improve this sim is much appreciated by all.
I've been playing around with it and I think everyone is correct - the trail of smoke should be about half what is it now. Color/density I think is good because it dissipates rather quickly. I'll make another version with the shorter smoke trails (which will also help with FPS for those experiencing problems). Look for it shortly.
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Old 04-03-10, 03:28 PM   #97
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Quote:
Originally Posted by TheDarkWraith View Post
I've been playing around with it and I think everyone is correct - the trail of smoke should be about half what is it now. Color/density I think is good because it dissipates rather quickly. I'll make another version with the shorter smoke trails (which will also help with FPS for those experiencing problems). Look for it shortly.


Edit:
I don`t know if you seen this between 0:25-0:28

I think its speed is about 10 knots
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Old 04-03-10, 05:17 PM   #98
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version 1.0.1 released. Major change was adjustment to exhaust smoke trail for all subs currently done. See post #1 for details.
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Old 04-03-10, 05:42 PM   #99
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Originally Posted by TheDarkWraith View Post

oh yes, you are right. I did forget that We'll have to fix that.

Thank you very much Racerboy


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Old 04-03-10, 05:57 PM   #100
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Nice, thank you

Btw I noticed kinda weird thing. Since smoke direction is affected by wind direction, sometimes happens that smoke comes directly for coning tower. I don`t think watchmen like that very much . Would it be possible to make smoke less wind dependant and more U-boat heading dependant?
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Old 04-03-10, 05:58 PM   #101
Regio Sommergibile
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Thanks for improvements
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Old 04-03-10, 06:02 PM   #102
TheDarkWraith
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Quote:
Originally Posted by Kromus View Post
Nice, thank you

Btw I noticed kinda weird thing. Since smoke direction is affected by wind direction, sometimes happens that smoke comes directly for coning tower. I don`t think watchmen like that very much . Would it be possible to make smoke less wind dependant and more U-boat heading dependant?
think about it in real life. The smoke has no choice but to go where the wind takes it.
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Old 04-03-10, 06:28 PM   #103
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Quote:
Originally Posted by TheDarkWraith View Post
think about it in real life. The smoke has no choice but to go where the wind takes it.
It should be true IF U-boat was standing still or moving very slow but when its moving its more dependant on heading of submarine (actual movement creates "counterwind"). Just look at big trucks have you ever seen smoke moving forward when truck moves forward?

I was thinking making it more dependant at higher speeds like 10+ knots. It`s kinda funny when you are heading at 18 knots, wind speed is at 1 m/s and exhaust smoke still overpass you...

Edit:

I was thinking about this, it still moves a bit left right when the steer but not forward unless they brake or slow down.

Last edited by Kromus; 04-03-10 at 06:41 PM.
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Old 04-03-10, 06:49 PM   #104
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Quote:
Originally Posted by Kromus View Post
It should be true IF U-boat was standing still or moving very slow but when its moving its more dependant on heading of submarine (actual movement creates "counterwind"). Just look at big trucks have you ever seen smoke moving forward when truck moves forward?

I was thinking making it more dependant at higher speeds like 10+ knots. It`s kinda funny when you are heading at 18 knots, wind speed is at 1 m/s and exhaust smoke still overpass you...

Edit:

I was thinking about this, it still moves a bit left right when the steer but not forward unless they brake or slow down.
oh ok, now I'm following you. Yes, I did set them up so that the wind affects them 100%.....I'll play around with this setting There's some others I can tweak also.
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Old 04-03-10, 06:52 PM   #105
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Maybe 70-30 advantage to the wind...?
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