View Full Version : Dual exhaust for subs
TheDarkWraith
07-12-07, 12:56 AM
I've been toying with making a dual exhaust VIIb and have finally succeeded. I need some information on where they are located and how to locate them (how to calculate the values in hex) so I can make it correct. The sub has two diesels and thus should have two exhausts correct? Or did they combine the exhausts from both diesels on the VIIb to a common header? I will be able to do this for all subs and basically anything else for that matter. Here are some screenshots of it currently:
http://static.filefront.com/images/personal/t/TazmanianDevilR/99864/thagniofvu.thumb500.jpg
http://static.filefront.com/images/personal/t/TazmanianDevilR/99864/zmztmnlvkr.thumb500.jpg
http://static.filefront.com/images/personal/t/TazmanianDevilR/99864/jghozuaqii.thumb500.jpg
http://static.filefront.com/images/personal/t/TazmanianDevilR/99864/xajlabtsjn.thumb500.jpg
Once I learn how the hex values are calculated I'll post updated screenshots. I just used values from the props x,y, and z locations currently and took the XY degrees rotation from Privateer's 9d2 exhaust mod to make the right exhaust exit at 90 degrees. :rock:
How is the AI ships funnel smoke controlled? If they are at all stop they produce no smoke, if they are steaming then they produce smoke. How is this done or controlled? If someone knows the answer then I save myself digging through the hex files trying to figure this out.
Here's an even better question: How is the sub's wake controlled? The faster you go the more wake you have..is this a function of EOT or speed or ?? Where is it at in the hex files? Eventually I want the smoke being produced by my dual exhaust mod to be dependant upon something like the sub's wake does.
My next venture is to place smoke on the snorkel (diesel(s) have to exhaust somehow when submerged running on the snorkel!), won't be hard to do but I have to look into some things first........
thefretmaster
07-12-07, 06:52 AM
no idea on the acuracy of this but it looks cool! good work. also for the exaust to be controlled by the movement you could try to make it so the smoke isn't "shot" out of the exaust pipe but so it just stays where it came out so if you are at all stop it wont move and when you are going fast it leavs a long trail. dont know if this is helpful but there you go :up:
keep up the good work
Good work.
If some of this stuff (like wake according to current speed etc) is compiled into some files it wouldn't be just a matter of hex editing things I'm afraid. Then you would need the sources and recompile them.
But I would rather believe that this stuff is not hard coded, as you can youse scripts for the particle generators etc.
Can't tell you where to find all this though, just wanted to appreciate your progess :up:
How about a set of twin stacks to go, with flippers on the top ofcource!:up:
Kpt. Lehmann
07-12-07, 07:43 AM
How about a set of twin stacks to go, with flippers on the top ofcource!:up:
Heck yeah. Need a six-point harness and break-away cockpit too.:cool:
:rotfl::rotfl::rotfl::rotfl:
Jimbuna
07-12-07, 09:03 AM
How about a native american indian strapped to the rear of the conning tower with a blanket :hmm: That way they can double as a communications crewman :lol:
How about a native american indian strapped to the rear of the conning tower with a blanket
As long as I get the peace pipe!:yep: Mmmmm ... this is good sh_t!:lol:
TheDarkWraith
07-12-07, 09:21 AM
I really hope that you guys aren't making fun of this idea I came up with. I did it for several reasons:
to see if it could be done
to learn the file structure and more about the files and game
hopefully incorporate this with the random failures feature of SH3 Commander (you have an engine that's starting to go bad and thus smokes more)
possibly incorporate exhaust smoke to the snorkel from findings here
more visual eye-candy for those who want it
to see if I can make it 'part' of the sub and thus have the enemy AI spot it If you don't like my idea then you don't have to use it. Constructive criticism is fine, deragatory comments and all are not acceptable. :arrgh!:
I really hope that you guys aren't making fun of this idea I came up with.
No not at all, I get carried away sometimes ..... Call it a weakness!:yep:
Your idea is good, I think a version with a little less smoke would suit my taste, or is this only with a malfunction?:up:
TheDarkWraith
07-12-07, 09:45 AM
I agree the smoke is excessive currently but it's just so I can see it during testing and all. After I get the locations worked out and the angles that the smoke should be exiting the sub correct I'll tone down the smoke emissions.
The real neat part is each engine's smoke can be set differently thus you could have a 'failure' of one engine at sea and it smokes more than the other via SH3 Commander. :yep:
Mush Martin
07-12-07, 09:54 AM
:up:
Sailor Steve
07-12-07, 10:53 AM
I really hope that you guys aren't making fun of this idea I came up with.
These guys (myself included) will make fun of anything. It doesn't mean they don't like the idea, just that it's something new we can make fun of. You should see what they say about my...but that's another story.
I don't know if they had separate exhaust stacks or trunked it into one, but I think it would look more realistic if both were blowing the same way, rather than two different directions.:sunny:
I really hope that you guys aren't making fun of this idea I came up with. These guys (myself included) will make fun of anything. It doesn't mean they don't like the idea, just that it's something new we can make fun of. You should see what they say about my...but that's another story.
I don't know if they had separate exhaust stacks or trunked it into one, but I think it would look more realistic if both were blowing the same way, rather than two different directions.:sunny:
I was being serious.
The alpha version of this mod looked really nice when it was used in action.
Just those few things need to be adjusted, like no smoke when standing still. Then it will be a really cool mod :up:
Nothing funny about that, just being excited :yep:
Jimbuna
07-12-07, 11:16 AM
I really hope that you guys aren't making fun of this idea I came up with. I did it for several reasons:
I'd never dream of it :nope:
We have a little leg pull from time to time, that's one of the things that makes this site so popular :yep:
TheDarkWraith
07-12-07, 06:23 PM
EDIT: larger pictures included now
Thanks to DD (:up: ) I got the rotations worked out and have set the exhaust angles on both sides to 10 degees up and 10 degrees outward. I have also adjusted the opacity and other variables for the smoke to make it look, well, hopefully getting close to realistic. The locations are still tied to the props and once someone shows me how to edit positions with Maya or Wings3D I'll get that fixed.
Does anyone know how the exhaust ports were shaped on the sub? What were the angles of it leaving the skin of the ship? Was it pointing straight out, curved upward, swept down, etc? I'm trying to make this as realistic as I can.
Were both exhaust ports on the same side or different sides? This is still a WIP and once I get the details I can make the necessary adjustments.
Browsing the .dat file today it appears I should be able to use different smoke textures for this if I wanted to. The possibilities keep growing....:|\\
Here are some snapshots:
http://static.filefront.com/images/personal/t/TazmanianDevilR/99987/ywoytunqmx.jpg
http://static.filefront.com/images/personal/t/TazmanianDevilR/99987/gqefbjhlcy.jpg
http://static.filefront.com/images/personal/t/TazmanianDevilR/99987/tdfrxpdxhk.jpg
http://static.filefront.com/images/personal/t/TazmanianDevilR/99987/kpkhalxpio.jpg
http://static.filefront.com/images/personal/t/TazmanianDevilR/99987/rrposashcf.jpg
Mush Martin
07-12-07, 06:53 PM
well done racerboy congratulations :up::up::up:
MM
Did you manage to link the amount of smoke to the engine RPM? IIRC this was what Privateer was working at, just before you-know-what...
Maraz
Schöneboom
07-13-07, 05:45 AM
Gute Arbeit, Racerboy!
For technical details about the exhaust system, one book springs to mind, "The Type VII U-Boat" in the "Anatomy of the Ship" series:
http://ec1.images-amazon.com/images/I/51KTPGXBJQL._AA240_.jpg
I'm almost certain this contains the info you need. I intend to get this book myself from Amazon, but if you can obtain it by interlibrary loan, or if someone here has it already, Bingo!
Mach's gut!
TheDarkWraith
07-13-07, 10:24 AM
I haven't been able to link the amount of smoke to anything.......yet ;) I have an idea to try out today for it though.
Let me bounce this off of somebody. The sub's bow and stern wakes, how are they controlled?
Sailor Steve
07-13-07, 11:07 AM
Thanks to DD (:up: ) I got the rotations worked out and have set the exhaust angles on both sides to 10 degees up and 10 degrees outward.
I see that's what you were talking about in the first place.:oops:
It looks good so far.
sh3rules
07-13-07, 03:43 PM
Looks good! A little less smoke so as not to obstruct the view of anything, but I'll use the smoke even if it's heavy. Great work!
Mush Martin
07-13-07, 05:37 PM
The density he has it at shows up in Uzo but doesnt really interfere it
just adds a bit of feel,:up:
d@rk51d3
07-13-07, 06:34 PM
Awesome work Racerboy, well done.:up:
Werewolf
07-14-07, 05:36 AM
Erhm....is it downloadable yet? It looks great racerboy :up:
TheDarkWraith
07-14-07, 05:59 PM
I'll give you all a downloadable VIIb version here shortly. It won't be speed dependant or anything. It will give constant smoke from each side which will cease when you submerge. I'm having trouble making the amount of smoke dependant on something. Privateer game me something to look at and while I was able to make 'smoke on the water' that WAS speed dependant it was just that - a texture placed on the surface of the water. I'm open for any ideas/suggestions.
I've also made a version with a ScalableParticleEffect and it does this:
-Ever noticed that when you start up the torpedoes training mission the stationary merchant puffs some smoke then stops? Well I got my mod to do it also and if you go to the bridge and look at the aft of the ship you see smoke from both sides which then tapers down to nothing after a few seconds (great!). Problem is I can't get it to start back up (not so great). So I have to tie this ScalableParticleEffect to something but more importantly SOMEHOW.
I looked into how the merchant and enemy ship's make their funnel smoke and that's where I got this idea. Take for instance the NDD_HuntI. This is from it's .sim file:
000000d0h: 0A 00 00 00 FF FF FF FF 1C 00 00 00 78 2A 27 74 ; ....ÿÿÿÿ....x*'t
000000e0h: 55 C0 E1 99 23 99 E7 60 5B 44 14 37 00 6F 62 6A ; UÀá™#™ç`[D.7.obj
000000f0h: 5F 46 75 6E 6E 65 6C 00 06 00 00 00 00 00 00 00 ; _Funnel.........
00000100h: 43 00 00 00 78 2A 27 74 55 C0 E1 99 00 00 00 00 ; C...x*'tUÀá™....
00000110h: 00 00 00 00 2F 00 00 00 2B 00 00 00 6F 62 6A 5F ; ..../...+...obj_
00000120h: 46 75 6E 6E 65 6C 00 0E 00 00 00 73 6D 6F 6B 65 ; Funnel.....smoke
00000130h: 00 6D D7 78 C0 00 4D 34 91 0A 00 00 00 73 68 61 ; .m×xÀ.M4‘....sha
00000140h: 66 74 00 00 00 00 ; ft....
basically it creates an instance of a new object with ID 782A277455C0E199. The parent ID is 99E7605B441437. Tag name is obj_Funnel.
Now the next part of hex code defines the data (or properties) of the new object:
total length of type 6 node is 00000043h
total lenth of data (properties) for obj_Funnel is 0000002Fh
it breaks down to this in a tree hierarchy form:
obj_Funnel (size of 0000002Bh bytes)
|
---- smoke 6DD778C0004D3491 <-- funnel_smoke ID from particles.dat
|
----- shaft 00000000
The funnel_smoke ID uses a ScalableParticleEffect which, I'm assuming, has to be linked to something to make it work. The obj_Funnel uses smoke from the funnel_smoke ID and it appears to be controlled (volume of smoke) by shaft. Why shaft has 00000000h after it boggles me. Before anyone asks I already tried that in the sub and it doesn't work. I'll keep playing with this speed dependant idea. If anyone has any information or knows someone who does please contact me. :damn: :damn:
TheDarkWraith
07-14-07, 06:41 PM
Before I release the VIIb dual exhaust constant smoke mod I need agreement on the following things:
location of exhaust ports on each side
the angle at which the exhaust exits the exhaust port Does everyone agree that where the cursor is pointing to in this picture is the exhaust port for the left side of the VIIb (looking from rear of sub):
http://static.filefront.com/images/personal/t/TazmanianDevilR/100320/mvwwludnmp.jpg
Does everyone agree that where the cursor is pointing to in this picture is the exhaust port for the right side of the VIIb (looking from rear of sub):
http://static.filefront.com/images/personal/t/TazmanianDevilR/100320/yekjsplwpe.jpg
Next, does everyone agree that the exhaust smoke exits the ports according to these photoshop'd pics I made:
http://static.filefront.com/images/personal/t/TazmanianDevilR/100320/kwclpnnaxu.jpg
http://static.filefront.com/images/personal/t/TazmanianDevilR/100320/uhcmstktxl.jpg
If not, what do you all think they should be? This will be for both sides. :hmm:
AOTD_MadMax
07-14-07, 07:56 PM
Hiho Racer,
the Exhaust is ok but i think they blowin more straigt down to the Waterline not such your picture shows in to the air .
Could you do the same to the VII C and for all other Boates ?
MFG
AOTD|MadMax
TheDarkWraith
07-14-07, 09:03 PM
Sure, I'll make it for the other boats. Soon as I finish the VIIb I'll work on more. It's been a great learning experience to say the least! :|\\
CapZap1970
07-14-07, 09:06 PM
Thanks a lot Racerboy... :up:
In my opinion, I think it would be best that no matter where you decide to put the exhausts, the smoke should come out near the waterline IMHO. ;)
CapZap
dmlavan
07-14-07, 09:59 PM
Racerboy - looks good. Another touch of realism.
TheDarkWraith
07-14-07, 10:59 PM
okay the smoke generators have been fixed to the exhaust port on each side of the sub. I would really like to know if they exit at an angle or straight out in regards to the sides of the ship. I can't find anything on this. I've set them to 10 degrees up out of the exhaust port. Here are some updated pics showing this (the smoke is VERY exaggerated just so I could see it and where it's coming from but I have to say it's a very rich and full smoke that I'm going to update in my ship's funnel smoke mod). Notice too that wind does affect them:
http://static.filefront.com/images/personal/t/TazmanianDevilR/100338/jbvfewkdoe.jpg
http://static.filefront.com/images/personal/t/TazmanianDevilR/100338/ojybbazwji.jpg
http://static.filefront.com/images/personal/t/TazmanianDevilR/100338/yyxxuqzjtb.jpg
http://static.filefront.com/images/personal/t/TazmanianDevilR/100338/nmjwinzcmw.jpg
The next step is to make a smaller smoke texture and map it to the smoke generators. If I try to shrink down the smoke textures used by the game already it doesn't look good at all. That's tomorrows adventure.......:|\\
johnno74
07-14-07, 11:24 PM
Nice work Racerboy, this is starting to look good.
Question - Is it possible to make the quantity of smoke vary much depending on on throttle/RPM? I've read that at flank speed u-boats produced so much diesel smoke they were virtually laying down a smokescreen...
And of course at lower RPM there was barely any smoke.
TheDarkWraith
07-14-07, 11:48 PM
Nice work Racerboy, this is starting to look good.
Question - Is it possible to make the quantity of smoke vary much depending on on throttle/RPM? I've read that at flank speed u-boats produced so much diesel smoke they were virtually laying down a smokescreen...
And of course at lower RPM there was barely any smoke.
I'm trying my hardest to make this possible. I would really like for this key feature to be implemented in this.:yep:
TheDarkWraith
07-15-07, 03:08 AM
Nice work Racerboy, this is starting to look good.
Question - Is it possible to make the quantity of smoke vary much depending on on throttle/RPM? I've read that at flank speed u-boats produced so much diesel smoke they were virtually laying down a smokescreen...
And of course at lower RPM there was barely any smoke.
As I was laying in bed about to go to sleep an idea popped into my head. Naturally, I had to go try it.......and...........YES, YOUR WISHES HAVE BEEN GRANTED! I have made the exhaust smoke dependant on the speed of the sub :rock: :rock: :rock: :rock: The key here is it's linked to the speed of the sub. It has one problem though that I need to work out (if possible) and that's rotating the exhaust so that it doesn't point straight up. I might not be able to do this, chances are slim because of how I made this happen (I 'tricked' the game into thinking it's another sub wake and some other magic). The exhaust will disappear once your submerge or a wave crashes over the port but then again resumes with a big puff (pretty realistic!).
Ok I'm tired now, off to sleep. Resume in morning. :|\\
CaptainCox
07-15-07, 04:32 AM
This is absolutely AWESOME WORK! man!. You set out to crack it, you thought hard about it and did IT! RESPECT! I would really like to see this done for SH4 as well. If you don't want or have time I am more then willing to chip in. I started something like this when privateer did hes 1st beta, but sort of got sidetracked with other stuff. Should pick this baby up again.
Again RESPECT!:up:
johnno74
07-15-07, 05:51 AM
As I was laying in bed about to go to sleep an idea popped into my head. Naturally, I had to go try it.......and...........YES, YOUR WISHES HAVE BEEN GRANTED! I have made the exhaust smoke dependant on the speed of the sub :rock: :rock: :rock: :rock: The key here is it's linked to the speed of the sub. It has one problem though that I need to work out (if possible) and that's rotating the exhaust so that it doesn't point straight up. I might not be able to do this, chances are slim because of how I made this happen (I 'tricked' the game into thinking it's another sub wake and some other magic). The exhaust will disappear once your submerge or a wave crashes over the port but then again resumes with a big puff (pretty realistic!).
Ok I'm tired now, off to sleep. Resume in morning. :|\\
Sounds sweet dude. Can't wait to see it :D
Well done :up:
TheDarkWraith
07-15-07, 07:09 AM
I'm very excited to say the least about this accomplishment. So far I've been able to make this work with only one smoke generator. The moment I place the other on the left side they don't play well together. They 'interfere' with each other's smoke emissions and it looks horrible. I think I have a solution but I'll have to dig into the .val file and find out what's going on.
I was able to locate the smoke exhausts to the exhaust port locations but I am not able to rotate the exhaust smoke to prevent it from exhausting straight up. I have a fix for that though and have implemented it. Basically I made the smoke 'heavier' to alleviate it wanting to rise up immediately. This has a nice effect of it 'hugging' the water for a little while then rising up and fading out.
The smoke is scaled to the speed of the ship. If you are cruising along at ahead flank and order an all stop the smoke will still be spewing out until you coast to 0 knots. It will deminish in intensity as the sub speed drops. Sorry about this but this is the only way I found it could be done. I have not found any other possible way to link this to anything else. If a big wave covers the exhaust port then the smoke will cease and then start up again with a big poof of smoke. Looks really cool!! :rock:
The smoke in the pics I have included might be a little heavy and thick but it's still a WIP remember. Let me know what you think about it's looks at the different bells. The following pics will show the smoke at the different ship bells starting with all stop through ahead flank. Note in the bottom right hand corner of the pic the ship's speed in each:
http://static.filefront.com/images/personal/t/TazmanianDevilR/100390/qqxpgphevj.jpg
http://static.filefront.com/images/personal/t/TazmanianDevilR/100390/iftoenkgwi.jpg
http://static.filefront.com/images/personal/t/TazmanianDevilR/100390/akvnilfohx.jpg
http://static.filefront.com/images/personal/t/TazmanianDevilR/100390/yjiqddmlht.jpg
http://static.filefront.com/images/personal/t/TazmanianDevilR/100390/yyfvktuvto.jpg
http://static.filefront.com/images/personal/t/TazmanianDevilR/100390/lgskpanauk.jpg
:|\\ :|\\
SquareSteelBar
07-15-07, 07:36 AM
Hi Racerboy,
maybe that's helpful because of the position of smoke [look at VIIC Generalplan 2 - there you can see the positions of the mufflers ['Auspuff']]:
http://www.uboatnet.de/Technik/Plaene/Bootsplaene.htm
SquareSteelBar
BTW: you should compress your pics because it's hard to load this page via dialup connection...:up:
TheDarkWraith
07-15-07, 08:54 AM
The people I need to thank and credit for helping me with this are:
MushMartin - for getting me in contact with Privateer
DivingDuck - for helping me understand items about the file structure
Privateer - for his original idea of the sub exhaust in his 9d2 mod. That was my head start into this. He also gave me something to look at in the .val file which, although, didn't work led to my discovery and understanding of how the wakes were generated. If not for him pointing me to this location I probably wouldn't have made this happen at all.
Am I forgetting anyone else?
Oh yes, I'm forgetting one person, myself! If not for the determination and will to make this work it probably wouldn't have happened.
And whoever else I'm forgetting, thank you! I'm so tired right now but so excited also. Haven't slept yet! :dead:
sh3rules
07-15-07, 08:58 AM
I think the smoke looks awesome. But if you see the guys running with the olympic torch, you'll see that it takes very little for the smoke to go completely straight back. I could imagine that you could have smoke go out in separate directions like that if the engine is running but the sub is not moving (as in trying to push a wall), but otherwise I think the smoke would just go a little up, and then straight back (I mean from a satellite perspective, from the side it would just go like every other smoke column). It's a shame because you can only see that it's a double exhaust if you're really close to it (but we know it's a double exhaust heh). I really like this smoke mod, so please take this more as an observation than criticism.
TheDarkWraith
07-15-07, 09:02 AM
I think the smoke looks awesome. But if you see the guys running with the olympic torch, you'll see that it takes very little for the smoke to go completely straight back. I could imagine that you could have smoke go out in separate directions like that if the engine is running but the sub is not moving (as in trying to push a wall), but otherwise I think the smoke would just go a little up, and then straight back (I mean from a satellite perspective, from the side it would just go like every other smoke column). It's a shame because you can only see that it's a double exhaust if you're really close to it (but we know it's a double exhaust heh). I really like this smoke mod, so please take this more as an observation than criticism.
I'm not quite sure I understand what you're trying to say. Is this in regards to the speed controlled single exhaust smoke or the dual exhaust smoke?
danlisa
07-15-07, 09:14 AM
The people I need to thank and credit for helping me with this are:
MushMartin - for getting me in contact with Privateer
DivingDuck - for helping me understand items about the file structure
Privateer - for his original idea of the sub exhaust in his 9d2 mod. That was my head start into this. He also gave me something to look at in the .val file which, although, didn't work led to my discovery and understanding of how the wakes were generated. If not for him pointing me to this location I probably wouldn't have made this happen at all.
Am I forgetting anyone else?
Oh yes, I'm forgetting one person, myself! If not for the determination and will to make this work it probably wouldn't have happened.
And whoever else I'm forgetting, thank you! I'm so tired right now but so excited also. Haven't slept yet! :dead:
Thank You!
Post deleted and you have a PM.
Cool Work.
AOTD_MadMax
07-15-07, 09:19 AM
Hi Racerboy,
nice work but i think the smoke is to much when the Boat is full running.
An other thing is the link with the speed.
Is it possible to link it with the Engine-sound ?
You know the Sound of the Engine is linked to the telegraph, i beleave there must be a way to link the funnelsmoke to that.
MFG
AOTD|MadMax
sh3rules
07-15-07, 09:23 AM
As you can see in this video, it's very easy for the smoke coming out of an exhaust to be pushed back when you're moving, instead of continuing to the sides. The video shows a boiler, but you get the idea.
http://www.youtube.com/watch?v=Qqp12fHfu5g
TheDarkWraith
07-15-07, 09:31 AM
Hi Racerboy,
nice work but i think the smoke is to much when the Boat is full running.
An other thing is the link with the speed.
Is it possible to link it with the Engine-sound ?
You know the Sound of the Engine is linked to the telegraph, i beleave there must be a way to link the funnelsmoke to that.
MFG
AOTD|MadMax
I agree that the smoke is a little too much when the boat is full running. I have to make smaller smoke textures for them and then learn how to pack in some new smoke textures in the files in order to correct it. Someone willing to teach me how to do this? :damn:
I don't see any possible way of linking it to the engine sound. You have to have something control another thing. The only way to do that is to link 'controller' objects to the parent object (in this case) - but that parent object has to be available to be linked to. It's complicated to say the least! :|\\
TheDarkWraith
07-15-07, 09:42 AM
As you can see in this video, it's very easy for the smoke coming out of an exhaust to be pushed back when you're moving, instead of continuing to the sides. The video shows a boiler, but you get the idea.
http://www.youtube.com/watch?v=Qqp12fHfu5g
oh ok, now I understand. I can guarantee you that once the ship is moving the exhaust gets pulled back with this exhaust mod. At 0 knots ship speed the exhaust will exit about 90 degrees to the side of the ship. Once you start moving the exhaust follows the hull of ship back to the stern. Here's a pic at ahead 1/3 that shows this:
http://static.filefront.com/images/personal/t/TazmanianDevilR/100390/uoymtprxrp.jpg
:|\\
AOTD_MadMax
07-15-07, 09:47 AM
Hmm i got an other Idea :
In Reallife an Dieselengine only smokes when you accelerate him, when you inject him more Oil then he can take air.
But when he reaches his right turns he didnt smoke.
So is it possible to let the boat smoke only by accelerating until reaching the maximum Speed of the telegraph position ?
Its hard for me to explain this in English.
Example :
You push the telegraph from stop to full ahead so the Boat smokes until you reach the maximum speed.
You push the telegraph from stop to half ahead so the Boat smokes until you reach half speed.
Is this possible to make ?
It must be an Inverse of smokedensity to your latest Version.
MFG
AOTD|MadMax
TheDarkWraith
07-15-07, 10:05 AM
I know what you're trying to say. I can't see a possible way of doing it. There is no 'acceleration' item or anything of the likes I can link to. All I have to work with is speed. The smoke is scaled down at 0 knots and unscaled (full smoke) at full ships speed.
TheDarkWraith
07-15-07, 10:09 AM
as this thread was originally for non-speed controlled dual exhaust subs I'm starting a new thread for this new item. Please use this http://www.subsim.com/radioroom/showthread.php?t=118565 for all posts regarding the speed controlled sub exhaust smoke. Thanks.
Racerboy
Sailor Steve
07-16-07, 11:25 AM
I don't know (but then it's not my decision). I've heard discussions saying there was a lot of smoke (to the point of one report saying a schnorkel was spotted because of the smoke it gave off), and I've heard discussions saying they only smoked when the engines were in need of replacement. It just seems to me like the full-speed one is putting out too much.
Just my opinion.
Mush Martin
07-16-07, 01:55 PM
I have seen footage of a schnorkel at depth showing a cloud of
smoke approximately 2-4 times the schnorkel head
M
TheDarkWraith
07-16-07, 08:22 PM
I fixed the bug in the speed controlled dual exhaust version.......
Next venture is speed controlled exhaust smoke for the snorkel........
:|\\
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