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View Full Version : [REQ] Diesel Smoke when on surface?


DS
05-09-07, 09:12 PM
SH4 looks great, and some of the modders have done a gret job of improving skins, wakes, and other visual affects. The one thing that I fell is missing is a bit of engine smoke. I know that smoke was kept to a minimum to minimize the visual signature, and I believe that later boats also vented exaust underwater to also help reduce this. All the same, I've seen photos that showed some smoke smudges coming from around the water line near the stern end of the deck superstructure.

From those that know, woul the addition of diesel smoke be accurate?

If so, how complicated would it be to create a mod that had a bit of diesel smoke venting while running on the surface, particularly at higher speeds?

ReallyDedPoet
05-09-07, 09:21 PM
http://i108.photobucket.com/albums/n12/privateer_2006/Stuff/Test_2.jpg

privateer is working on this for SH3 I believe :roll:, however I don't think he is doing anything for SH4. Does not mean someone else can't give it a go. Some folks here have discussed this. Would be nice to see:yep:

RDP

t0maz
05-10-07, 02:44 AM
Like in Das Boot book - All ahead! -> smoke barrier ;)

Madox58
05-10-07, 08:11 PM
For SH4, It could be done the EXACT same way.

ReallyDedPoet
05-11-07, 07:05 AM
Would be nice to see in the game, looking forward to seeing it in SH3 as well.

RDP

Madox58
05-11-07, 10:43 PM
Give me a sub you want this on first, I'll throw out a beta version.

Ducimus
05-11-07, 10:47 PM
How about a Gato? Was pretty much the standard, most common used sub varient in the war.

Madox58
05-11-07, 10:52 PM
Will do.
I'll reload SH4 tonite and whip it out.
It is a Beta as I have not had time to connect to helm control
but it does vanish underwater.

Ducimus
05-11-07, 10:54 PM
I really wish i knew how you did that. You say its easy, but other then some manipulation of the particles.dat, i havent the foggiest idea.

CaptainCox
05-11-07, 11:28 PM
Had a small discussion about this with...can't remember now. I think you have to add a smoke funnel to the sub (like for a steamer), now how you do that I don't have a clue.
Found the thread, read a bit down.
http://www.subsim.com/radioroom/showthread.php?t=113053&highlight=Smoke+funnel

Madox58
05-11-07, 11:33 PM
No, I don't touch the particles.dat
I include direct to the sub hull itself for the Betas.
Once I get a bet deeper into this, part will go to the sim,
and part will be elsewhere.
Just ain't got quit there yet.

I read the thread posted above.
Nope, ain't very close to what I'm doing,
but I follow what that is all about.
In that thread, your missing a few things.

ReallyDedPoet
05-12-07, 07:05 AM
Will do.
I'll reload SH4 tonite and whip it out.
It is a Beta as I have not had time to connect to helm control
but it does vanish underwater.

Sounds good, look forward to it:up:

RDP

DS
05-17-07, 04:09 AM
Me too. Great modding community here!:up:

daft
05-17-07, 04:33 AM
No, I don't touch the particles.dat
I include direct to the sub hull itself for the Betas.
Once I get a bet deeper into this, part will go to the sim,
and part will be elsewhere.
Just ain't got quit there yet.

I read the thread posted above.
Nope, ain't very close to what I'm doing,
but I follow what that is all about.
In that thread, your missing a few things.

I'm sort of out of the loop on how things work in the mod community, but is it a no-no for you to reveal how you do it so others might have a go at it? If I accidentally broke some unwritten modders law by even asking, I promise to spank myself silly with a leather belt at the earliest opportunity. ;)

Good work BTW. :up:

DivingDuck
05-17-07, 05:16 AM
Moin,

@privateer:
making yourself immortal with this mod. Congrats.


I'm sort of out of the loop on how things work in the mod community, but is it a no-no for you to reveal how you do it so others might have a go at it? If I accidentally broke some unwritten modders law by even asking, I promise to spank myself silly with a leather belt at the earliest opportunity. ;)

Good work BTW. :up:
I take over the spanking part. ;)
But seriousely, privateer is no one who withholds any information. The issue lies with the beta status, I think. Heīs willingly giving advice to anyone who asks.

As for the disappearance of objects below the water line, each object has a trigger in the *.dat file that may be set to 1 (visible under water) or 0 (not visible under water). I didnīt check out the smoke, but it should be the same there. Best example is the loop antenna used by GWX. Dive to periscope depth slowly and switch to external view. When the bridge is flooded partly the antenna is visible above the water line. If you move the cam below the antenna disappears, moving the cam back to surface makes the antenna "re-"appear.


Regards,
DD

CaptainCox
05-17-07, 05:24 AM
As far as i know its all done in with a hexeditor.
2nd last post
http://www.subsim.com/radioroom/showthread.php?p=535162#post535162

daft
05-17-07, 06:28 AM
I take over the spanking part. ;)
But seriousely, privateer is no one who withholds any information. The issue lies with the beta status, I think. Heīs willingly giving advice to anyone who asks.

As for the disappearance of objects below the water line, each object has a trigger in the *.dat file that may be set to 1 (visible under water) or 0 (not visible under water). I didnīt check out the smoke, but it should be the same there. Best example is the loop antenna used by GWX. Dive to periscope depth slowly and switch to external view. When the bridge is flooded partly the antenna is visible above the water line. If you move the cam below the antenna disappears, moving the cam back to surface makes the antenna "re-"appear.


Regards,
DD

I didn't mean to imply that privateer was withholding info, far from it. I was just curious as to how things work in general. :) Looking forward to the mod. I suspect it will be the second SH4 mod I install.

daft
05-17-07, 06:29 AM
As far as i know its all done in with a hexeditor.
2nd last post
http://www.subsim.com/radioroom/showthread.php?p=535162#post535162

Excellent, thanks Captain!

Madox58
05-17-07, 10:17 AM
@DD, Thanks my friend. Been busy in RL so I'm slow to get in here at times.

What I did to start with on adding smoke was "borrow" a section from the particals.dat
I adjusted placeing and adjusted several other areas.
This can then be placed in the dat or the sim file of each sub.
For helm control, I'll be looking at attaching this to the bow wake.
that would allow the smoke to start and stop in a more realistic way.
This type of control lies in the val file.
Again, this is all done through hex editing, as no 3d work nor image work
was done.
In the section I "borrowed", I added the visible under water tag,
as the original chunk did not have it.

JSF
05-18-07, 10:32 AM
Not wanting to rain on anyone's parade but smoking diesels was an absolute NO-NO. The only thing that was expected to be seen exiting the exhaust port(s) was water spume associated with water cooling. However, bluish smoke was noticable immediately upon starting of the diesels but would quickly clear. Smoking diesels indicated an engine who's injectors and crankshafts where out of synch.

But that would make a nice mod if someone could accurately duplicate the the water coolent effect.

CaptainCox
05-18-07, 03:48 PM
Well, i know what i have read in"Buchheim's" book + what I have seen so far from Privateer does look awesome. If it was 100% like that or not...well for me its also the excitement of actually getting it to work (in this case Privateer) that's sooo cool when you set out to do something and you actually get it to do what you want, that's the modding/motivation drug for ya, can't give it up!

nattydread
05-18-07, 06:50 PM
I do believe there was some exhaust smoke at high speeds. I could have sworn ive read of skippers being concerned about exhuast smoke, even during night surface runs as they skimmed past escorts.

Yes, under typical cruise conditions visible smoke was undesirable and frowned upon, but even a gasoline car from the 70s would belch out visible exhaust at high throttle settings(passing while at freeway speeds)...or even a late 90s/early 00s city bus will belch smoke at high throttle(even here in environmentally conscious California).

I'd expect a low-ball government contracted diesel from the 40s to put out a little bit of smoke at high power settings.

Madox58
05-18-07, 09:44 PM
I don't expect the Smoke to ever satisfy everyone, all the time.
And that's cool with me.
I expect people to adjust it to suit thier tastes and actually look forward
to that happening!
Once I get a bit more work done on it, I'll include a tweak file(s) for that very
reason.

DS
12-20-07, 08:41 PM
Hi Privateer,

Sorry to resurrect this one, but I was wondering if this ever got off the ground. It was looking promising...

Hartmann
12-20-07, 10:19 PM
Perhaps a more white smoke could be better, this can simulate better the mixture of sea water and fumes