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View Full Version : * Released * Racerboy's VIIb speed controlled dual exhaust with ADM v2.0


TheDarkWraith
07-23-07, 09:49 PM
It has been dreamed, it has been developed, it has been tested. :rock:

I now give you the VIIb speed controlled dual exhaust mod.
Thanks to all who helped in the development and testing of this mod. The included text file reads:

This mod will enable a smoke exhaust for the left and right exhaust ports on the VIIb. Each exhaust is totally independant of the other. Each exhaust port's smoke is a function of speed. At 0 knots you will just barely see exhaust smoke coming from the exhaust ports. At Ahead Flank (top speed) you will see the maximum amount of smoke. In between those speeds the smoke output in linear in regards to speed. Note that if you are travelling at Ahead Flank and order an All Stop bell the exhaust smoke will still continue and diminish in output as the sub's speed decreases ultimately coming to a very small output at 0 knots.
I have made each exhaust independant of each other to open the possibility of engine failures, engine wear, sabotage, etc. to be implemented by SH3 Commander or a stand alone program of my design. This can be made possible in SH3 Commander by using different TGAs for the smoke for given dates. The TGAs could become darker and/or change color as the date increases thus modeling engine wear and tear with use. You could also model increased smoke output and/or darker color smoke in one engine vice the other by using the same method mentioned. Age of the diesels (and thus wear) or sabotage of one/both engines could be modeled also by darker smoke coming from one or both engines. There are many possibilities here!
The exhaust smoke is influenced by the wind and thus you will see the exhaust follow the wind. The exhaust smoke is also influenced by the wind your sub causes and the interaction of your sub with the present wind. This is achieved by local and global Air Disturbance Models (ADM). These ADMs are VERY complicated and the best thing to do to try and understand them is read the tweak files and experiment!
The exhaust smoke will cease if the exhaust port is covered by water. It will resume once the exhaust port isn't blocked anymore. This also means that the exhaust smoke will cease when you submerge and will restart when you surface. Note that once your sub has surfaced it may 'teeter-totter' until it settles on the surface and thus you may see the exhaust smoke start and stop and restart several times. This can also occur in high seas.
Comments/suggestions/criticism (all forms) are greatly appreciated and welcomed!

This is version 2.05 of this mod and it includes:
- NSS_Uboat7b.val
- folder called 'Smoke_TGAs_2_05' containing the TGAs used for the smoke
- folder called 'Tweak_File_2_05' containing the tweak file for this mod. (see comments in tweak file for explanations and info on exhaust smokes and ADMs)
- folder called 'Designed Values 2_05' containing a text file with the designed values for the dat and val files (in case you tweak yourself into a mess......which you will!!) so you can use the Mini-Tweaker tool to reset them back to as designed values or for reference purposes

Revision History:

1.00a Initial release to BETA testers. Found 'ghosting' and graphical bugs when near other ships/subs.

2.00 complete redo of design. Took care of previous bugs. Initial release.

2.01 Never released - found bug with ADM

2.02 Never released - Fixed ADM bug. Found other bug where wind didn't affect smoke

2.03 Fixed wind bug. Added 3 smoke TGA's per exhaust port named:
- Left exhaust port:
- 7b_Exhaust_L1.tga
- 7b_Exhaust_L2.tga
- 7b_Exhaust_L3.tga
- Right exhaust port:
- 7b_Exhaust_R1.tga
- 7b_Exhaust_R2.tga
- 7b_Exhaust_R3.tga

2.04 Revamped ADMs. Physics of wind and sub interaction in the wind and how they affect the exhaust smokes enhanced considerably
All smoke TGAs are exactly the same now (still overrideable)
Tweak files
Text file with 'as designed' values
Longer stern wake (use tweak file to suit to taste)

2.05 Placed all code for this mod in the .val file to let the user change skins
Changed code IDs to be more efficient (on my end)
Tweak file is now only a single file

The smoke TGAs are overridable by copying your own versions to \data\Textures\TNormal\tex. The image size should be 32 pixels x 32 pixels for best results. These TGAs are packed into the NSS_Uboat7b.val file.

Upcoming ideas/development for this mod:
- Ability to tie to battery recharging mode to give full smoke output when recharging batteries
- adding smoke to snorkel
- Ability to tie to engine damaged thus removing smoke output when engine not available
- Ability to tie to engine damaged thus increasing smoke output when engine damaged
- Ability to tie to 'power' of the engines and thus increase smoke output when 'power' increases

The mod is based on the GWX 1.03 NSS_Uboat7b.val file and has only been tested using GWX.
This mod is fully JSGME compliant. Delete previous versions of this mod, unzip, and copy new folder version to mods folder, enable, and enjoy!
I would like to thank my BETA testers for the initial testing of this mod and the feedback they gave. I would also like to thank the following people for their help/assistance in making this mod a reality:
- MushMartin
- Privateer
- DivingDuck
- Rubini
- A6Intruder
- and anyone else who I may have forgotten. It's not intentional! (please let me know if I missed your name so I may include your name!)

I would like to give credit to the following people for their work on GWX and the files I have based this mod on:
- Kpt. Lehmann and the GWX team for making GWX possible and for giving me permission to use their files
- Fubar for the UBoat textures included in the files used
- Ref for the 3D model corrections contained in the files used

Copyright notice:
This mod (Racerboy's VIIb speed controlled dual exhaust with ADM) and all versions thereof and all corresponding files of said mod are freeware. The files, or parts thereof, may NOT be used in commercial products in any way and may NOT be included, in part or in whole, in commercial products without prior written permission by the author.

I have also implemented a means of detecting unauthorized copying of this mod in the files themselves. If you would like to use this mod in conjunction with other mods or inlcude it in a mod you already have just ask me for permission and give credit where credit is due if permission is granted.

Racerboy

http://dodownload.filefront.com/8566574//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

Please post comments, concerns, etc. to here. Thanks and enjoy!

Racerboy :|\\

dmlavan
07-23-07, 10:23 PM
Racerboy - great work! I've downloaded and can't wait to try it out tonight.

kys2000
07-23-07, 10:27 PM
I want your all version U-boat 'smoke mod !!!

need your speed !!

Mush Martin
07-23-07, 10:30 PM
Well congratulations on your progress to accomplishment.
You seem to have put it all together.:up:
M

lutzow
07-23-07, 10:53 PM
Great modding Racerboy! Fantastic smoking!
Can you do now smoke for VIIC type?
Big tankZ!!

TheDarkWraith
07-23-07, 11:00 PM
Great modding Racerboy! Fantastic smoking!
Can you do now smoke for VIIC type?
Big tankZ!!

Already in the works.......

A6Intruder
07-23-07, 11:39 PM
It works fine with WAC. I have tried it in Training-Mission.:rock:
http://img177.imageshack.us/img177/3627/shot1185251577hu3.jpg (http://imageshack.us)
Shot at 2007-07-23
http://img265.imageshack.us/img265/8741/shot1185251723yq3.jpg (http://imageshack.us)
Shot at 2007-07-23

Great worke mate, pleaaaaase give us more "smoke-subs":up:
Kind regards

Reece
07-24-07, 12:57 AM
I thought this was freeware! So what you are saying is that if your using stock SHIII then you can't use it?:-? If this is so then it's not a very nice thing, my mods are free for all no strings attached as long as they aren't used for commercial products!:yep:
I think it would be good to change this.;)

TheDarkWraith
07-24-07, 01:08 AM
I thought this was freeware! So what you are saying is that if your using stock SHIII then you can't use it?:-? If this is so then it's not a very nice thing, my mods are free for all no strings attached as long as they aren't used for commercial products!:yep:
I think it would be good to change this.;)

Point taken Reece. I have changed my copyright notice to reflect it's freeware but not for commercial use. :yep:

My previous post to A6Intruder was deleted also. My apologies A6Intruder! By all means do enjoy it!

Racerboy :|\\

bigboywooly
07-24-07, 01:09 AM
And did you ask GWX if you could release their dat to all ?

TheDarkWraith
07-24-07, 01:18 AM
And did you ask GWX if you could release their dat to all ?

I was under the assumption that as long as I acknowledged the maker of the files/mod I was ok to use them in a mod of my own. Am I incorrect here? I cited GWX and Sober for their work.
Until I get an answer to this the link to the download of my mod has been removed. Hopefully this will be resolved very soon!

Reece
07-24-07, 01:32 AM
Good one Racerboy!:up::up::up:
My supermod is a little of everything, 90% GWX, with many addons ... including this now, Thanks for your great mod!:yep:
Cheers.

CaptainCox
07-24-07, 02:02 AM
:up: Super work there man! Looks beautiful:up:

Kaleu. Jochen Mohr
07-24-07, 04:31 AM
is there anny chance to have this for a IXB to ?
would love to see the smoke at flank speed :rock:

SquareSteelBar
07-24-07, 05:01 AM
Hi mate,

is there any chance to get this mod compatible to stock game?

However,:rock:

Greeting,
SSB

Ubåtskapten
07-24-07, 07:27 AM
Sehr gut! :up:

TheDarkWraith
07-24-07, 08:40 AM
is there anny chance to have this for a IXB to ?
would love to see the smoke at flank speed :rock:

Already in the works also.......

TheDarkWraith
07-24-07, 08:42 AM
Hi mate,

is there any chance to get this mod compatible to stock game?

However,:rock:

Greeting,
SSB

I will make a version based on stock SHIII files.

TheDarkWraith
07-24-07, 09:09 AM
And did you ask GWX if you could release their dat to all ?

The mod is once again available for download. Permission issues have been worked out and granted. Enjoy!

Racerboy

Kaleu. Jochen Mohr
07-24-07, 09:31 AM
is there anny chance to have this for a IXB to ?
would love to see the smoke at flank speed :rock:
Already in the works also.......

:rock::rock::rock::rock::rock: thanks man

CapZap1970
07-24-07, 09:43 AM
Hi Racerboy:
1.- Congrats for your fine work.... you did it great and I hope you release the same mod for other types as well. :up: (I know you said you are working on it)
2.- I have a question: I see you use another mod for the smoke. I was wondering if the fact that i use the "damn smoke mod" will interfere with it. If so, I would like to know your opinion about what should I do.
Thanks a lot once again Racerboy !! :rock:
CapZap

Rubini
07-24-07, 09:56 AM
Great work Racerboy!
This is a must!:up:

But I'm having (in the last month) problems to download anything from FileFront (IE issue perhaps?) - not only yours files - can someone provide another download link from another server, Rapidshare perhaps?

Thanks!

Rubini.

Ubåtskapten
07-24-07, 10:02 AM
I have now tested the mod now and it surely looks great.:up:

The only thing I miss however is compatibility with the Longer wakes mod made by Nvdrifter. I think they would make a good complement to each other if it should be possible?;)

Reece
07-24-07, 10:08 AM
Don't think Racerboy will mind Rubini!:D
One mirror coming up:
http://www6.rapidupload.com/d.php?file=dl&filepath=41050 (http://www6.rapidupload.com/d.php?file=dl&filepath=41050)

TheDarkWraith
07-24-07, 10:10 AM
I have now tested the mod now and it surely looks great.:up:

The only thing I miss however is compatibility with the Longer wakes mod made by Nvdrifter. I think they would make a good complement to each other if it should be possible?;)

Can easily be integrated into this. Have Nvdrifter contact me.

Ubåtskapten
07-24-07, 10:14 AM
@Rubini
If IE is causing your problem with filefront you might wanna try Firefox. http://en.www.mozilla.com/en/

A much better browser than IE in my opinion.:up:

TheDarkWraith
07-24-07, 10:14 AM
Hi Racerboy:
1.- Congrats for your fine work.... you did it great and I hope you release the same mod for other types as well. :up: (I know you said you are working on it)
2.- I have a question: I see you use another mod for the smoke. I was wondering if the fact that i use the "damn smoke mod" will interfere with it. If so, I would like to know your opinion about what should I do.
Thanks a lot once again Racerboy !! :rock:
CapZap

IIRC the damn smoke mod was based on sobers smoke textures....I'm checking my download of it......nope, he used different smoke textures in that. The smoke textures used in the damn smoke mod will produce thicker and darker smoke with my mod. Should be the only drawback!

Ubåtskapten
07-24-07, 10:17 AM
I have now tested the mod now and it surely looks great.:up:

The only thing I miss however is compatibility with the Longer wakes mod made by Nvdrifter. I think they would make a good complement to each other if it should be possible?;)
Can easily be integrated into this. Have Nvdrifter contact me. Good to hear, I'll send him a pm about it.

Edit: Looks like it's not possible to send nvdrifter PM's for some reason and he has not been around for the last month/s.:hmm:

TheDarkWraith
07-24-07, 10:18 AM
Don't think Racerboy will mind Rubini!:D
One mirror coming up:
http://www6.rapidupload.com/d.php?file=dl&filepath=41050 (http://www6.rapidupload.com/d.php?file=dl&filepath=41050)


Don't mind at all. Please all do enjoy! It was a lot of hard work and I hope everyone enjoys it as much as I do. Will be releasing VIIc and VIIc/41 here soon.......

A6Intruder
07-24-07, 11:16 AM
I thought this was freeware! So what you are saying is that if your using stock SHIII then you can't use it?:-? If this is so then it's not a very nice thing, my mods are free for all no strings attached as long as they aren't used for commercial products!:yep:
I think it would be good to change this.;)

Point taken Reece. I have changed my copyright notice to reflect it's freeware but not for commercial use. :yep:

My previous post to A6Intruder was deleted also. My apologies A6Intruder! By all means do enjoy it!

Racerboy :|\\

Dear Racerboy,
would you please give us the permission to integrate this, and the upcomming great smoke Mods in WAC 3.0? :rock:
Kind regards

Rubini
07-24-07, 11:26 AM
Don't think Racerboy will mind Rubini!:D
One mirror coming up:
http://www6.rapidupload.com/d.php?file=dl&filepath=41050 (http://www6.rapidupload.com/d.php?file=dl&filepath=41050)

@Rubini
If IE is causing your problem with filefront you might wanna try Firefox. http://en.www.mozilla.com/en/

A much better browser than IE in my opinion.:up:

Thanks Reece, thanks Ubåtskapten!

@Reece: Are you sure that the link (that you provide) is about the last Raceboy's version? Seems that they have few size differences...:hmm: Perhaps something to do with the smoke?

TheDarkWraith
07-24-07, 11:51 AM
Don't think Racerboy will mind Rubini!:D
One mirror coming up:
http://www6.rapidupload.com/d.php?file=dl&filepath=41050 (http://www6.rapidupload.com/d.php?file=dl&filepath=41050)

@Rubini
If IE is causing your problem with filefront you might wanna try Firefox. http://en.www.mozilla.com/en/

A much better browser than IE in my opinion.:up:

Thanks Reece, thanks Ubåtskapten!

@Reece: Are you sure that the link (that you provide) is about the last Raceboy's version? Seems that they have few size differences...:hmm: Perhaps something to do with the smoke?

If you try to download and you get the 'you are unauthorized' then you know you have the incorrect link. If the text file included has a section that reads:

"Copyright notice:
This mod (Racerboy's VIIb speed controlled dual exhaust with ADM) and all versions thereof and all corresponding files of said mod are freeware for GWX only. The files, or parts thereof, may NOT be used in commercial products in any way and may NOT be included, in part or in whole, in commercial products without prior written permission by the author. The files, or parts thereof, may NOT be used or included in conjunction with any other mod (except GWX) in any way and may NOT be included, in part or in whole, in any other mod (except GWX) without prior written permission by the author."

then you have the incorrect version!

The link to the current and active download is posted above and here:

http://dodownload.filefront.com/8133088//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

He may have sent you a link to an incorrect 7z file that was released by myself. Everyone please update your links to use this one. Thanks!

Racerboy

Einsman
07-24-07, 11:58 AM
Great job!! :up:

PhantomLord
07-24-07, 12:03 PM
After a long time without SHIII (furious greets go out to my job, my PC and the whole bunch of tiny other problems) i´m finally back at sea.

My last 45 minutes:

first 5 minutes:

- coming home, checking subsim as usual
- Hey! Let´s try this exhaust mod


next 30 minutes:

- starting the game
- watching U-49 went out Wilhelmshaven for it´s 7th patrol
- at TCx1 turning round and round the external cam, watching this beautyful smoke...just made it half out of port :D


Racerboy this is damn good stuff! :up:

TheDarkWraith
07-24-07, 12:23 PM
I'm glad you're enjoying it! I spend a lot of time now on external camera watching it also.

Schöneboom
07-24-07, 01:32 PM
Great work, Racerboy!

I'm impressed that you got the smoke output for the 2 ports working independently -- I take it that means when you're in battery-charging mode, you'll see the difference between the 2 engines (except at full speed). Splendid! :up:

Did you manage to confirm the exhaust port location & angle for the VIIB from technical sources? I'm curious if that sort of info is available online. Danke again!

TheDarkWraith
07-24-07, 01:41 PM
Great work, Racerboy!

I'm impressed that you got the smoke output for the 2 ports working independently -- I take it that means when you're in battery-charging mode, you'll see the difference between the 2 engines (except at full speed). Splendid! :up:

Did you manage to confirm the exhaust port location & angle for the VIIB from technical sources? I'm curious if that sort of info is available online. Danke again!

that would be an incorrect assumption that battery charging mode will cause a different smoke output on one of the engines. Currently they are both independant, yes, but they are both tied to ship's speed and thus their smoke output is in regards to this only. I have not found a way to implement this......yet.......:|\\

Racerboy

Rubini
07-24-07, 03:51 PM
Don't think Racerboy will mind Rubini!:D
One mirror coming up:
http://www6.rapidupload.com/d.php?file=dl&filepath=41050 (http://www6.rapidupload.com/d.php?file=dl&filepath=41050)

@Rubini
If IE is causing your problem with filefront you might wanna try Firefox. http://en.www.mozilla.com/en/

A much better browser than IE in my opinion.:up:

Thanks Reece, thanks Ubåtskapten!

@Reece: Are you sure that the link (that you provide) is about the last Raceboy's version? Seems that they have few size differences...:hmm: Perhaps something to do with the smoke?

If you try to download and you get the 'you are unauthorized' then you know you have the incorrect link. If the text file included has a section that reads:

"Copyright notice:
This mod (Racerboy's VIIb speed controlled dual exhaust with ADM) and all versions thereof and all corresponding files of said mod are freeware for GWX only. The files, or parts thereof, may NOT be used in commercial products in any way and may NOT be included, in part or in whole, in commercial products without prior written permission by the author. The files, or parts thereof, may NOT be used or included in conjunction with any other mod (except GWX) in any way and may NOT be included, in part or in whole, in any other mod (except GWX) without prior written permission by the author."

then you have the incorrect version!

The link to the current and active download is posted above and here:

http://dodownload.filefront.com/8133088//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

He may have sent you a link to an incorrect 7z file that was released by myself. Everyone please update your links to use this one. Thanks!

Racerboy

Yes, then Reece used the wrong version in the other link...I continue to have problems with filefront (will try firefox later). Can someone put the correct file in other link (server) to download?

Thanks!

TheDarkWraith
07-24-07, 05:45 PM
Here you go Rubini:

http://rapidshare.com/files/44838602/RBs_VIIb_exh_mod_GWX.7z.html

Hope this works better for you.:|\\

d@rk51d3
07-24-07, 05:46 PM
Tried it last night, and smiled for the whole patrol.:rock: This is one mod I've been waiting for from release day. Thanks Racerboy, for finally brining it to us.:up:

The only downside is that, as of Saturday, 4:00 am I'm away for 4 - yes 4 weeks. Taking the long-ish drive from Adelaide to Darwin, then back again.

No GWX for a month..:cry: :cry: :cry:

TheDarkWraith
07-24-07, 05:49 PM
Hi mate,

is there any chance to get this mod compatible to stock game?

However,:rock:

Greeting,
SSB

Can you zip up and send me a link to download the stock NSS_Uboatxx files? I can work on this tonight (at least for the VIIb and VIIc) while in my hotel room. I hate being on the road for work......
And are these files from stock SH3 or patched 1.4b SH3?

TheDarkWraith
07-24-07, 05:54 PM
well I might have possibly stumbled upon something that will let me dynamically change the smoke texture as it exits the exhaust port and fades away in the distance. Does anyone have multiple tga's of smoke? They need to be the same size as the current smoke textures used by the game (smoke_volum.tga) I'm looking for something like the sea foam you see on the water in your ship's wake going through it's different states. :hmm:

Rubini
07-24-07, 06:06 PM
Here you go Rubini:

http://rapidshare.com/files/44838602/RBs_VIIb_exh_mod_GWX.7z.html

Hope this works better for you.:|\\
Many thanks Racerboy!
The link works and very fast!

Now a question:
I noticed that you already write about this on the readme...anyway...an exclusive smoke for this mod will be the best. Then we can use any smoke mod for the main game and one only for the uboats!
I'm waiting for this!
Keep up the good work!:up:

Rubini.

TheDarkWraith
07-24-07, 07:13 PM
Now a question:
I noticed that you already write about this on the readme...anyway...an exclusive smoke for this mod will be the best. Then we can use any smoke mod for the main game and one only for the uboats!
I'm waiting for this!
Keep up the good work!:up:

Rubini.

Rubini,

This will be addressed in a minor revision to hopefully be released here in the next couple of days. My BETA testers were screaming for me to release this so to prevent further delay I released it.

As the sole developer of this mod I can only do so much in a given time. My learning curve has been very steep to say the least! I'm still learning and uncovering possibility after possibility. I have asked for assistance on unpacking and packing tga's in the files and it fell upon deaf ears. So once I learn how to do it I will make it happen. I was hoping that the release of this mod would cause excitement and generate attention in the form of people wanting to offer help/assistance and then I could expedite this feature (independant smoke tga's for my mod for each engine). I do not have much experience in graphics/tga's/3d modeling, etc. but I've been a hacker and designer all my life so the adding of features is second nature to me. I can hack just about anything if I set my mind to it. This realm of graphics and 3D modeling and all is something I want to learn but so far the only way I'm learning it is stumbling my way through it trying this and that. I never turn down a challenge and I am always looking for that next 'big' challenge.
Let me ask again, is there anyone that can teach me how to pack/unpack TGA's from files?

Rubini
07-24-07, 08:19 PM
Now a question:
I noticed that you already write about this on the readme...anyway...an exclusive smoke for this mod will be the best. Then we can use any smoke mod for the main game and one only for the uboats!
I'm waiting for this!
Keep up the good work!:up:

Rubini.

Rubini,

This will be addressed in a minor revision to hopefully be released here in the next couple of days. My BETA testers were screaming for me to release this so to prevent further delay I released it.

As the sole developer of this mod I can only do so much in a given time. My learning curve has been very steep to say the least! I'm still learning and uncovering possibility after possibility. I have asked for assistance on unpacking and packing tga's in the files and it fell upon deaf ears. So once I learn how to do it I will make it happen. I was hoping that the release of this mod would cause excitement and generate attention in the form of people wanting to offer help/assistance and then I could expedite this feature (independant smoke tga's for my mod for each engine). I do not have much experience in graphics/tga's/3d modeling, etc. but I've been a hacker and designer all my life so the adding of features is second nature to me. I can hack just about anything if I set my mind to it. This realm of graphics and 3D modeling and all is something I want to learn but so far the only way I'm learning it is stumbling my way through it trying this and that. I never turn down a challenge and I am always looking for that next 'big' challenge.
Let me ask again, is there anyone that can teach me how to pack/unpack TGA's from files?

Thanks for the reply Racerboy!
I just tried both VIIB and VIIC and they are working very well...now I have a felling of a diesel machine (not a nuclear one - lol) with these uboats! SH3 becomes yet a bit better after today! Thanks again!:rock:

I think that I can´t help you to pack the tgas. I only knows something about this issue using TTraveller tga unpack/pack program. But the name and the size needs to be exactly the same. I also know that some modders here knows how to do this for any tga. Let´s hope that they could help you!:yep:

And after play the game a bit with the exaust smoke mod I should like to suggest that the smoke could be a half visible (or noticiable) than they are now on the mod. I guess that this could be easily adjustable, no?;)
If not possible for any reason, perhaps you could release a file for the TTtweak, then we can adjust the smoke intensity for our taste?

Anyhow this is a mod that comes to stay forever! Great work mate!

Regards,

Rubini.

Cheapskate
07-24-07, 08:25 PM
Let me ask again, is there anyone that can teach me how to pack/unpack TGA's from files?

Well I reckon any of the skinners would be able to. Danlisa wrote a fine tutorial in which I seem to remember he described that process in some detail and how to use the extraction tools that are available. Dan's tutorial is available from his File Front page . See :- http://www.subsim.com/radioroom/showthread.php?t=100366&highlight=danlisa+tutorial for link.

The tools themselves are Chessmaster from ftp://ftp.ubi.com/us/games/chessmaster10/misc/DatTexExtract.zip

and Time Traveller's Mini Tweaker at:- http://www.delraydepot.com/tt/

Sorry this post is just a bunch of links....If I knew how to do it, I'd tell you like a shot. Unfortunately I don't have any talent at modding in any way, shape or form - so I can't :cry:

Hope the info helps in some small way tho!!

Great work on the exhaust and wakes BTW :up: :up: .......hope something can be done with the longer wakes. Would really hate to be without them!

TheDarkWraith
07-24-07, 08:28 PM
Let me ask again, is there anyone that can teach me how to pack/unpack TGA's from files?

Well I reckon any of the skinners would be able to. Danlisa wrote a fine tutorial in which I seem to remember he described that process in some detail and how to use the extraction tools that are available. Dan's tutorial is available from his File Front page . See :- http://www.subsim.com/radioroom/showthread.php?t=100366&highlight=danlisa+tutorial for link.

The tools themselves are Chessmaster from ftp://ftp.ubi.com/us/games/chessmaster10/misc/DatTexExtract.zip

and Time Traveller's Mini Tweaker at:- http://www.delraydepot.com/tt/

Sorry this post is just a bunch of links....If I knew how to do it, I'd tell you like a shot. Unfortunately I don't have any talent at modding in any way, shape or form - so I can't :cry:

Hope the info helps in some small way tho!!

I will look into this. Thank you! :up:

TheDarkWraith
07-24-07, 08:38 PM
And after play the game a bit with the exaust smoke mod I should like to suggest that the smoke could be a half visible (or noticiable) than they are now on the mod. I guess that this could be easily adjustable, no?;)
If not possible for any reason, perhaps you could release a file for the TTtweak, then we can adjust the smoke intensity for our taste?

Anyhow this is a mod that comes to stay forever! Great work mate!

Regards,

Rubini.

Rubini,

Tweak files will be available but only after I have completed developing this mod for all the subs used in the game (and other items yet to be mentioned!) ;)
To answer your question, yes, it is possible to adjust many of the properties of the smoke (each exhaust can be adjusted independantly also!)
If someone wants to help me out and develop these tweak files for me that would be great. I have excell files on the subs that give the hex positions and values for the smoke, positions, opacity, density, etc. and would be happy to give this information to someone to develop these tweak files with. If not, well then they will be developed after I finish this mod for all the subs.

Rubini
07-24-07, 08:39 PM
Let me ask again, is there anyone that can teach me how to pack/unpack TGA's from files?

Well I reckon any of the skinners would be able to. Danlisa wrote a fine tutorial in which I seem to remember he described that process in some detail and how to use the extraction tools that are available. Dan's tutorial is available from his File Front page . See :- http://www.subsim.com/radioroom/showthread.php?t=100366&highlight=danlisa+tutorial for link.

The tools themselves are Chessmaster from ftp://ftp.ubi.com/us/games/chessmaster10/misc/DatTexExtract.zip

and Time Traveller's Mini Tweaker at:- http://www.delraydepot.com/tt/

Sorry this post is just a bunch of links....If I knew how to do it, I'd tell you like a shot. Unfortunately I don't have any talent at modding in any way, shape or form - so I can't :cry:

Hope the info helps in some small way tho!!

I will look into this. Thank you! :up:

I like more Time Traveller tools than the Chessmaster one; TT tools were buit for SH3! Look for the "Sh3 Unpacker" on TT site.;)

CapZap1970
07-24-07, 08:45 PM
Racerboy: There seems to be a problem with this download. I keep trying to dl it but I get an error message. I think there has been a confusion with the links to this, so I would like to ask you if it's possible to have a final link to it.
Thanks in advance for your help and congrats for your work.!!! :up:
CapZap

Rubini
07-24-07, 08:47 PM
And after play the game a bit with the exaust smoke mod I should like to suggest that the smoke could be a half visible (or noticiable) than they are now on the mod. I guess that this could be easily adjustable, no?;)
If not possible for any reason, perhaps you could release a file for the TTtweak, then we can adjust the smoke intensity for our taste?

Anyhow this is a mod that comes to stay forever! Great work mate!

Regards,

Rubini.

Rubini,

Tweak files will be available but only after I have completed developing this mod for all the subs used in the game (and other items yet to be mentioned!) ;)
To answer your question, yes, it is possible to adjust many of the properties of the smoke (each exhaust can be adjusted independantly also!)
If someone wants to help me out and develop these tweak files for me that would be great. I have excell files on the subs that give the hex positions and values for the smoke, positions, opacity, density, etc. and would be happy to give this information to someone to develop these tweak files with. If not, well then they will be developed after I finish this mod for all the subs.

Well, I can help you (and will like to do this!) with the tweak files! Just send to me what you think that is necessary to the work!
Just PM me!;)

TheDarkWraith
07-24-07, 08:50 PM
Racerboy: There seems to be a problem with this download. I keep trying to dl it but I get an error message. I think there has been a confusion with the links to this, so I would like to ask you if it's possible to have a final link to it.
Thanks in advance for your help and congrats for your work.!!! :up:
CapZap

see this post:

http://www.subsim.com/radioroom/showpost.php?p=603416&postcount=39

TheDarkWraith
07-24-07, 08:53 PM
Well, I can help you (and will like to do this!) with the tweak files! Just send to me what you think that is necessary to the work!
Just PM me!;)

well Thank you! :up: I'll be in contact with you in the next couple of days (currently on the road for work and away from my home computer)

CapZap1970
07-24-07, 08:58 PM
Racerboy: There seems to be a problem with this download. I keep trying to dl it but I get an error message. I think there has been a confusion with the links to this, so I would like to ask you if it's possible to have a final link to it.
Thanks in advance for your help and congrats for your work.!!! :up:
CapZap

see this post:

http://www.subsim.com/radioroom/showpost.php?p=603416&postcount=39
Roger that, Racerboy!!! :up:
sorry to bother you.
CapZap

Rubini
07-24-07, 09:00 PM
Well, I can help you (and will like to do this!) with the tweak files! Just send to me what you think that is necessary to the work!
Just PM me!;)

well Thank you! :up: I'll be in contact with you in the next couple of days (currently on the road for work and away from my home computer)
OK! Take your time, contact me when possible!:up:

Reece
07-24-07, 10:52 PM
Sorry about that Rubini, I downloaded the version (Racerboys_VIIb_exhaust_mod.7z) at that time from Racerboys link in post #1, who knows what happened!!:oops:
Will redownload myself now!:yep:

Edit: Have downloaded, compared the 2 files & are identicle!! Go figure that eh!!

TheDarkWraith
07-24-07, 11:16 PM
well sitting here bored in my hotel room I decided to hack out the smoke_volum.tga from the materials.dat file. I grabbed my favorite hex editor and within 5 minutes extracted the tga file from the hex code. Well we're halfway there now to getting seperate smoke textures for my mod! I even see the code to change to load in different sized files with different names, even how to add more textures. Oh yes, we are definitely on our way here! It was actually very easy to do.
Thanks to all who responded with programs to try for this. I'm old school in the fact that I program in assembly and thus hex code is my friend! Ok I can go to sleep now.

TheDarkWraith
07-25-07, 03:04 PM
I have now tested the mod now and it surely looks great.:up:

The only thing I miss however is compatibility with the Longer wakes mod made by Nvdrifter. I think they would make a good complement to each other if it should be possible?;)

I have a quick and dirty way to increase wake times. Open up my NSS_Uboat7b.val file in your favorite hex editor and go to this:

00000e3bh: 12 00 00 00 54 6F 74 61 6C 57 61 6B 65 54 69 6D ; ....TotalWakeTim
00000e4bh: 65 00 00 00 F0 41 ; e...ðA

The yellow highlight is what we're interested in. Currently it's set to 0x41F000 which is a Float32 value. If I remember correctly (I'm on the road and thus without my tools!) that's 30 decimal. Making this value larger will increase the 'time' the wake hangs around. You do not want to make this larger than 60 decimal! you'll see a noticeable increase with 45 decimal. Convert the decimal to float32 and then insert into the code above (Intel memory layout!!)

Now you also have to change this:

00000e51h: 11 00 00 00 4D 61 78 57 61 6B 65 51 75 61 64 73 ; ....MaxWakeQuads
00000e61h: 00 14 00 00 00 ; .....

We're interested in the yellow highlight only. Currently the value is 0x00000014 which is not a float32 value and thus is strictly hex and thus equals 20 decimal. You need to make this 40 decimal (0x28). So the change to this would look like:

00000e51h: 11 00 00 00 4D 61 78 57 61 6B 65 51 75 61 64 73 ; ....MaxWakeQuads
00000e61h: 00 28 00 00 00 ; .....

Do not change this value to other than what I have told you! Use either the stock value of 0x14 or if you're going to increase the wake time change it to 0x28.
This is for my mod's NSS_Uboat7b.val file only (will have different addresses in the stock files or GWX files).

Racerboy

divingbluefrog
07-25-07, 08:19 PM
Very well done Racerboy, impressive at least..:)

As your are speaking of your favorite Hex editor, I'm curious to know which you're using? I'm not really involved in Hex editing, but I sometimes need to have a look at some files and use Hexplorer.

TheDarkWraith
07-25-07, 08:33 PM
Ultra-Edit32 version 11 and HexWorkshop are the two I use. Each one has different strengths and weaknesses.

TheDarkWraith
07-25-07, 11:53 PM
well I'll give you an update on the adding of seperate materials for each sub's exhaust port. I think a screenshot will say a thousand words:

http://static.filefront.com/images/personal/t/TazmanianDevilR/100453/benjudleuw.jpg

I extracted the smoke_volum02.tga from the \data\Materials\materials.dat using brute force hacking (hex editor!), edited it in photoshop to give it a red color, wrote new code in the NSS_Uboat7b.dat file so that it can use this new material ID (I called it 7b_Exhaust_L.tga) and then copied the needed hex code into the NSS_Uboat7b.dat file for the new material. Basically I just made a new material for SH3! Fired up SH3 and it worked! I didn't want to add the new material to the materials.dat file (where it probably should be) for two reasons:
1) I didn't want to have to keep sending out new revisions of the materials.dat file with each new release of a sub that's been completed and
2) it makes more sense to include it into the file with sub.
This will allow me to customize each sub to have it's own set of smoke textures for EACH exhaust port. Think about this.......seperate smoke textures for each sub and for each exhaust port on each sub. Do you see the possibilities this opens up??
Now I have to see if the 'hard coded' tga I just made and put into the NSS_Uboat7b.dat file can be overridden by placing another 7b_Exhaust_L.tga in the directory or in the \data\Textures\Tnormal\tex folder or somewhere.....

EDIT:

the hard coded tga is overridable by placing the new texture you want to use in the \data\Textures\TNormal\tex folder. WOOHOOO!!!

Johann Vilthomsen
07-27-07, 01:15 AM
Dear racerboy, Thank you very much for your Mod, its amazing!!!!!!
Thank you again!!!!

Typ IX-C/40
07-27-07, 02:30 PM
Damn! What a nice work! Thanks! :up:

GoldenRivet
07-27-07, 03:15 PM
good job to all who participated in the development of this mod.

nice work. i think it looks great

Capt.Crackerjack
07-27-07, 04:58 PM
:up: Great work, Racerboy, the dual exhaust effects (color, quantity, density, direction) are perfect!

However, during installation by JSGME, a conflict was noted with the .val file from the Longer Wake Mod, and during field tests it was apparent that your exhaust mod had cancelled out the longer wake mod (for the sub only). Can you make these .val files combined and compatible so that we do not have to choose between smoking exhausts OR realistic long wakes?

Thanks in advance!:)

Ubåtskapten
07-27-07, 08:11 PM
I have now tested the mod now and it surely looks great.:up:

The only thing I miss however is compatibility with the Longer wakes mod made by Nvdrifter. I think they would make a good complement to each other if it should be possible?;)
I have a quick and dirty way to increase wake times. Open up my NSS_Uboat7b.val file in your favorite hex editor and go to this:

00000e3bh: 12 00 00 00 54 6F 74 61 6C 57 61 6B 65 54 69 6D ; ....TotalWakeTim
00000e4bh: 65 00 00 00 F0 41 ; e...ðA

The yellow highlight is what we're interested in. Currently it's set to 0x41F000 which is a Float32 value. If I remember correctly (I'm on the road and thus without my tools!) that's 30 decimal. Making this value larger will increase the 'time' the wake hangs around. You do not want to make this larger than 60 decimal! you'll see a noticeable increase with 45 decimal. Convert the decimal to float32 and then insert into the code above (Intel memory layout!!)

Now you also have to change this:

00000e51h: 11 00 00 00 4D 61 78 57 61 6B 65 51 75 61 64 73 ; ....MaxWakeQuads
00000e61h: 00 14 00 00 00 ; .....

We're interested in the yellow highlight only. Currently the value is 0x00000014 which is not a float32 value and thus is strictly hex and thus equals 20 decimal. You need to make this 40 decimal (0x28). So the change to this would look like:

00000e51h: 11 00 00 00 4D 61 78 57 61 6B 65 51 75 61 64 73 ; ....MaxWakeQuads
00000e61h: 00 28 00 00 00 ; .....

Do not change this value to other than what I have told you! Use either the stock value of 0x14 or if you're going to increase the wake time change it to 0x28.
This is for my mod's NSS_Uboat7b.val file only (will have different addresses in the stock files or GWX files).

Racerboy
Thank you for taking the time too look in to this.:up:
But I must admit that I am not very good at hexadecimals or used to converting between different number bases for that matter.:hmm:

Rubini
07-27-07, 08:21 PM
:up: Great work, Racerboy, the dual exhaust effects (color, quantity, density, direction) are perfect!

However, during installation by JSGME, a conflict was noted with the .val file from the Longer Wake Mod, and during field tests it was apparent that your exhaust mod had cancelled out the longer wake mod (for the sub only). Can you make these .val files combined and compatible so that we do not have to choose between smoking exhausts OR realistic long wakes?

Thanks in advance!:)

Yes, the mod is really great and will stay with my game forever...but in my opinion the smoke needs to be yet a bit more clear/less dense mainly at high speed, where it is more noticiable. I suggest a linear reduction for all speed.
Just my 2 cents!;)

Capt.Crackerjack
07-27-07, 11:17 PM
[

......I must admit that I am not very good at hexadecimals or used to converting between different number bases for that matter.:hmm:[/quote]

That is exactly my point; I am also not able/ready to open hex files or convert hexadecimals.

My request is for Racerboy to provide a combined/modified .val file to provide longer wakes and dual exhausts for each sub type.:yep:

Mush Martin
07-27-07, 11:29 PM
I have found it totally harmless to ignore the conflict.
as long as you sequence both mods in and out of
jsgme together with exhaust mod last in and
first out. Jsgme will restore everything back to
original if you dont mess up the sequence.

M

[edit] use of this advice is the responsibility of the user
I recommend verifying it prior. but its been harmless to
me.
M

Capt.Crackerjack
07-28-07, 01:46 AM
I have found it totally harmless to ignore the conflict.
as long as you sequence both mods in and out of
jsgme together with exhaust mod last in and
first out. Jsgme will restore everything back to
original if you dont mess up the sequence.

M

[edit] use of this advice is the responsibility of the user
I recommend verifying it prior. but its been harmless to
me.
M

:damn: Thanks Mush Martin, but you missed the point; the two mods are mutually exclusive- at present you cannot have both functioning together. We need to have both working together- longer wakes AND dual exhaust smoke simultaneously.

Still waiting for Racerboy to reply to my request for a combined/modified .val file to achieve the longer wake and dual exhausts together.:yep:

TheDarkWraith
07-28-07, 02:02 AM
[

......I must admit that I am not very good at hexadecimals or used to converting between different number bases for that matter.:hmm:

That is exactly my point; I am also not able/ready to open hex files or convert hexadecimals.

My request is for Racerboy to provide a combined/modified .val file to provide longer wakes and dual exhausts for each sub type.:yep:[/quote]

I could put out another version that includes longer wakes but I have to have the modders code and his permission to do so. If you all can get this for me then I will do it.
I plan to release a minor revision here soon that has the smoke tgas packed into the .dat file for each sub (3 tgas make up the smoke for each port for each sub so 6 total in each sub's .dat file). This way I'm not overriding your smoke TGAs you currently use! And these 6 for each sub are completely overrideable by inserting whatever you want for them in \data\Textures\Tnormal\Tex. :rock: I'll also be releasing versions based on SHIII files patched to 1.4b. If you all can get me the code and permission soon I can put out the longer wake revision also based on GWX and SHIII files patched to 1.4b. :|\\

Einsman
07-28-07, 03:51 AM
:up: Great work, Racerboy, the dual exhaust effects (color, quantity, density, direction) are perfect!

However, during installation by JSGME, a conflict was noted with the .val file from the Longer Wake Mod, and during field tests it was apparent that your exhaust mod had cancelled out the longer wake mod (for the sub only). Can you make these .val files combined and compatible so that we do not have to choose between smoking exhausts OR realistic long wakes?

Thanks in advance!:)

Yes, the mod is really great and will stay with my game forever...but in my opinion the smoke needs to be yet a bit more clear/less dense mainly at high speed, where it is more noticiable. I suggest a linear reduction for all speed.
Just my 2 cents!;)

As Rubini says... a bit more clear/less dense it would be perfect in my opinion. :up:

TheDarkWraith
07-28-07, 10:26 AM
by using 3 TGAs for the smoke (they are actually the stock game's TGAs) and the fact that two of them are the 'black' smoke from the stock game and the last is the 'blue smoke' from the stock game this will tone down the density and color of the smoke for the VIIB slightly.
You'll be able to override the TGAs I packed into the NSS_Uboat7b.dat so you can make the smoke look anyway you want.
Rubini has offered to write the tweak file for this so that you can adjust many variables for the smoke. I have to get the information to Rubini first though so he can make it.
I have the end user in mind here. I design items so that the end user can adjust them to suit their taste. What I think looks good may look horrible to someone else so that's why I do it this way.
About how much longer did this longer wake mod make the wake? Being that he used the .val file tells me he probably did it the way I mentioned in my 'quick and dirty longer wake'.

Rubini
07-28-07, 12:09 PM
by using 3 TGAs for the smoke (they are actually the stock game's TGAs) and the fact that two of them are the 'black' smoke from the stock game and the last is the 'blue smoke' from the stock game this will tone down the density and color of the smoke for the VIIB slightly.
You'll be able to override the TGAs I packed into the NSS_Uboat7b.dat so you can make the smoke look anyway you want.
Rubini has offered to write the tweak file for this so that you can adjust many variables for the smoke. I have to get the information to Rubini first though so he can make it.
I have the end user in mind here. I design items so that the end user can adjust them to suit their taste. What I think looks good may look horrible to someone else so that's why I do it this way.
About how much longer did this longer wake mod make the wake? Being that he used the .val file tells me he probably did it the way I mentioned in my 'quick and dirty longer wake'.
Thanks Racerboy. Allowing to the player the possibility to adjust small details to their taste is the best for any mod. Have options is always the best thing!
I for example, don't like the long wakes mod (They are too much long for my taste as they are in original NVdrifters mod). But also having a option to adjust it could be good.;)

Mush Martin
07-28-07, 11:40 PM
I have found it totally harmless to ignore the conflict.
as long as you sequence both mods in and out of
jsgme together with exhaust mod last in and
first out. Jsgme will restore everything back to
original if you dont mess up the sequence.

M

[edit] use of this advice is the responsibility of the user
I recommend verifying it prior. but its been harmless to
me.
M
:damn: Thanks Mush Martin, but you missed the point; the two mods are mutually exclusive- at present you cannot have both functioning together. We need to have both working together- longer wakes AND dual exhaust smoke simultaneously.

Still waiting for Racerboy to reply to my request for a combined/modified .val file to achieve the longer wake and dual exhausts together.:yep:

Man twice in twenty four hours I have to get more sleep.
M:oops:

Ubåtskapten
07-29-07, 07:10 AM
[
......I must admit that I am not very good at hexadecimals or used to converting between different number bases for that matter.:hmm:
That is exactly my point; I am also not able/ready to open hex files or convert hexadecimals.

My request is for Racerboy to provide a combined/modified .val file to provide longer wakes and dual exhausts for each sub type.:yep:
I could put out another version that includes longer wakes but I have to have the modders code and his permission to do so. If you all can get this for me then I will do it.
I plan to release a minor revision here soon that has the smoke tgas packed into the .dat file for each sub (3 tgas make up the smoke for each port for each sub so 6 total in each sub's .dat file). This way I'm not overriding your smoke TGAs you currently use! And these 6 for each sub are completely overrideable by inserting whatever you want for them in \data\Textures\Tnormal\Tex. :rock: I'll also be releasing versions based on SHIII files patched to 1.4b. If you all can get me the code and permission soon I can put out the longer wake revision also based on GWX and SHIII files patched to 1.4b. :|\\[/quote]

A version that include longer wakes and have some possibilitys for adjustments by the end user would be great.:up:
The problem now seems to be getting in contact with nvdrifter to get his permission, since he has not been around for a while.:hmm:
But if there is someone who knows other ways to reach out to him than through this forum, it would be much appreciated if you could just drop him a note about this?

Capt.Crackerjack
07-29-07, 05:19 PM
Thanks, Racerboy, for understanding the problem. The original NVdrifter Longer Wake Mod had very long wakes, perhaps about 1.5+ nautical mile lengths as supported by actual photo analysis and examples on this site; however, the length was speed related only and could not be connected to ship's mass (or, more correctly, mass and velocity) but it was better than nothing. In fact, the primary reason for this mod is so that the merchants can be found/tracked/stalked in foul weather or dark nights by finding/following their wakes as in RL which some of us still use regularly on our patrols.

I do not know how to contact NVdrifter, but if you vary the .val files on your own without using or copying exactly his work, then you should not need his permission and we could have dual exhausts and longer wakes.:yep:

Thanks for your ideas and options to let the user vary your mod settings; then, each skipper could choose the density of exhaust and the length of wake to suit. Please continue your most excellent mod efforts; you are doing fine stuff! :up:

nikbear
07-29-07, 09:09 PM
Racerboy,perhaps you could do your own version of longer wakes to combine with your excellent exhaust mod:hmm:I for one would love the idea since I can't use nvdrifters version cause it conflicts and disable's the Torp_damage_final mod I downloaded(by a modder who's name escapes me:oops:)I tried to contact nvdrifter about this but never got a reply,it was suggested to me that it was the order in which you stack the mods in JSGME which caused the conflict but I tried a number of ways all with no joy:nope:twas a shame cause both mods are cracking;)

TheDarkWraith
07-31-07, 11:25 PM
I did my own version of it. It's included in v2.03 of this mod along with other features and enhancements. Uploading currently and will post again when I have the link for it for you all.

Rubini,

I haven't forgotten about you! I've been very busy with work currently so I will get you the information for the tweak files as soon as I can.

EDIT:

v2.03 for VIIb is available. Information and download available here:

http://www.subsim.com/radioroom/showpost.php?p=602684&postcount=1

Rubini
08-01-07, 09:21 AM
Rubini,

I haven't forgotten about you! I've been very busy with work currently so I will get you the information for the tweak files as soon as I can.
Ok Just waiting!:up:
And sorry, I can't download from filefront:nope:(why?why?) ...can you (or someone) provide an alternative link (rapidshare?) to the new 2.03 version?

Thanks!

mkubani
08-01-07, 09:52 AM
Here you go Rubini. I hope it works for you.

http://www.yousendit.com/transfer.php?action=download&ufid=BB1DD02B0386E174

Hmm, I guess this mod is too late for GWX 1.04... :cry:

Rubini
08-01-07, 10:18 AM
Here you go Rubini. I hope it works for you.

http://www.yousendit.com/transfer.php?action=download&ufid=BB1DD02B0386E174

Hmm, I guess this mod is too late for GWX 1.04... :cry:
Thanks mate,
Downloaded and installation ok!

I´m not following GWX 1.04 daily but this Racerboy's mod only mess with the uboat .dat and .val. So, perhaps it will be automatically GWX 1.04 compatible?
Let´s wait and see!:hmm:

A6Intruder
08-01-07, 12:32 PM
Upcoming ideas/development for this mod:
- adding smoke to snorkel

Hi Racerboy,
I found this above in the readme. You should not do that because it is not correct. Only fresh air has been "snorkeld". The smoke went the same way as usual, because of little divedept it was possible with non-return flaps. Smoke and fresh air at the same time at the same place was much to dangerous for this time period:know:
Kind regards

TheDarkWraith
08-01-07, 12:59 PM
Upcoming ideas/development for this mod:
- adding smoke to snorkel

Hi Racerboy,
I found this above in the readme. You should not do that because it is not correct. Only fresh air has been "snorkeld". The smoke went the same way as usual, because of little divedept it was possible with non-return flaps. Smoke and fresh air at the same time at the same place was much to dangerous for this time period:know:
Kind regards

This does not seem logical to me. How do you exhaust the smoke then when using the snorkel? I'm a diver and I know that every 33ft you increase pressure by one atmosphere. So at snorkel depth you effectively have 2 atmospheres pressure on the exhaust port so the diesel wouldn't be able to exhaust it's gasses. Water would flow into the exhaust port and then into the diesels. Besides you are underwater so how are you going to exhaust the smoke? The only way would be to use the snorkel. Am I incorrect here?

A6Intruder
08-01-07, 02:09 PM
Upcoming ideas/development for this mod:
- adding smoke to snorkel

Hi Racerboy,
I found this above in the readme. You should not do that because it is not correct. Only fresh air has been "snorkeld". The smoke went the same way as usual, because of little divedept it was possible with non-return flaps. Smoke and fresh air at the same time at the same place was much to dangerous for this time period:know:
Kind regards

This does not seem logical to me. How do you exhaust the smoke then when using the snorkel? I'm a diver and I know that every 33ft you increase pressure by one atmosphere. So at snorkel depth you effectively have 2 atmospheres pressure on the exhaust port so the diesel wouldn't be able to exhaust it's gasses. Water would flow into the exhaust port and then into the diesels. Besides you are underwater so how are you going to exhaust the smoke? The only way would be to use the snorkel. Am I incorrect here?


Hi Racerboy,
you are right. I have googled this an the snorkel did both. :oops:
http://www.ww2technik.de/Bilderchen/gersub/image001.gifhttp://www.ww2technik.de/Bilderchen/gersub/image002.gifhttp://www.ww2technik.de/Bilderchen/gersub/image003.gif

TheDarkWraith
08-02-07, 12:17 AM
Here is a tweak file for the VIIb speed dependant dual exhaust mod with ADM. It works for versions >=2.03 :rock:
Before anyone asks v2.03 is the latest. I'm working on 2.04 and the changes are only to the ADM. It's a VERY complicated beast as you'll see if you read the tweak file. After I made the tweak file I was able to 'see' SO many things I have not used/taken advantage of and a way to better model the physics of the air. I have inserted comments into the tweak file telling you what the items do/are. Items that affected the ADM have been removed so you're safe 'playing' with all the settings given. Have fun, enjoy, and most of all experiment and give me feedback!!

http://rapidshare.com/files/46462643/Racerboys_7b_Exhausts_tweakfile_val_enduser.txt.ht ml

Rubini,

I know you said you'd make this for me but after I thought about how I wanted the items to read and the dropdown menu items to read I knew that I needed to make this. Thanks for the offer though!! :)

Racerboy :|\\

Rubini
08-02-07, 10:18 AM
Rubini,

I know you said you'd make this for me but after I thought about how I wanted the items to read and the dropdown menu items to read I knew that I needed to make this. Thanks for the offer though!! :)

Racerboy :|\\

That is ok mate!
The important is that now we have a very good and solid mod...and with options!
I will play a bit with the tweak and if i find something useful I will post here!
Thanks again for this great mod! Just waiting it for the others uboats!:rock:

Rubini.

TheDarkWraith
08-02-07, 12:57 PM
Rubini,

I know you said you'd make this for me but after I thought about how I wanted the items to read and the dropdown menu items to read I knew that I needed to make this. Thanks for the offer though!! :)

Racerboy :|\\

That is ok mate!
The important is that now we have a very good and solid mod...and with options!
I will play a bit with the tweak and if i find something useful I will post here!
Thanks again for this great mod! Just waiting it for the others uboats!:rock:

Rubini.

After making the tweak file for this I came to the conclusion that the Mini-Tweak tool needs a revision. Can anyone get ahold of Timetraveller and see if he will release the code for this to me? I need to know what he coded it in also (I'm assuming VB6 or something). I have Visual Basic .Net, Visual C++ and others so I should be able to use his code. I have some great ideas and features to add to this wonderful tool.
If he won't release his code then I'm forced to writing a new tool with the additional features needed. Don't get me wrong his tool is good but it could be awesome! What I think needs to be added:
- change history kept for the file tweaking
- last settings button for each item
- ability to enter hex address from and to and have it export with a press of a button
- ability to define new items within mini-tweaker and have them added real time
- a notes section for each item so you can add notes. I.E. this does this, changed this and this happened, etc.
- Larger label boxes for the Version and File. You're currently limited to a certain # of characters to display and then it gets clipped
- The textboxes for the items needs to be larger and user adjustable
- The tool window itself needs to be user adjustable
- ability to press a button and have all the items and their values for that drop down menu's items exported to a text file
- Ability to add a 'Not User changeable' or something to that effect to the tweak file so that the item can be listed and it's value shown but not able to be tweaked
- Ability to do searches real time within the tool and not having to edit the tweak file for this and then reloading the tweak file

that's all that pops to mind currently. I'm sure I'll think of more.

skwasjer
08-02-07, 01:15 PM
If you didn't know yet, see footer...

TheDarkWraith
08-02-07, 04:19 PM
If you didn't know yet, see footer...

Great app though it still has some issues that need to be worked out. I've found that it doesn't report some of the values correctly BUT that's probably because of how it's being told to read those values which should be easy fixes. You've almost saved me from writing a new app of my own though I may still since .NET programs can be fairly easily reverse-engineered and I don't like that feature. It does give you rapid development which is good though!! I will use your tool, it has many features that I'm currently looking for. A most excellent job so far! :up:
One question: How do you enter notes for each item?
Can you release the settings that tell it how to look for and decipher the hex? One setting that comes to mind is the life settings in the particle generators. It's not just 8 bytes that define this - there are two 4 byte parts. The first 4 bytes control the life (probably in some plane) and the other 4 bytes seem to be a scale factor or control life in another plane. It's the second 4 bytes I'm not sure about.
Using your tool I've found a different TGA that I may use for the smoke in my mod in the next release. :rock:

skwasjer
08-02-07, 06:00 PM
Indeed, there are still may issues, hence the alpha stage :) It's not entirely what
you want though. Some things you mentioned I won't add, not soon anyway. The idea of a transaction log is kinda cool, but that is going to be very hard the way I set things up... So, not soon, but who knows...

As far as the file structure, documentation will come out too. DivingDuck offered to help out and write the documentation, but I have no ETA on this.

PS: Reverse engineering is no issue for a public tool, for which I receive no money. That said, it's still common courtesy to ask an author if you can use 'his work'. Since we disassemble the game, why not my tool too... ;) (source code will be released at some point though)

TheDarkWraith
08-05-07, 12:59 AM
I finally got the ADMs to where I wanted them! :rock:

If you look at the ADM section in the tweak files included and it makes your head spin it's not my fault...:doh:

Should be last version for now unless I make a new discovery.......

Here's v2.04 for GWX. From the readme file:

This mod will enable a smoke exhaust for the left and right exhaust ports on the VIIb. Each exhaust is totally independant of the other. Each exhaust port's smoke is a function of speed. At 0 knots you will just barely see exhaust smoke coming from the exhaust ports. At Ahead Flank (top speed) you will see the maximum amount of smoke. In between those speeds the smoke output in linear in regards to speed. Note that if you are travelling at Ahead Flank and order an All Stop bell the exhaust smoke will still continue and diminish in output as the sub's speed decreases ultimately coming to a very small output at 0 knots.
I have made each exhaust independant of each other to open the possibility of engine failures, engine wear, sabotage, etc. to be implemented by SH3 Commander or a stand alone program of my design. This can be made possible in SH3 Commander by using different TGAs for the smoke for given dates. The TGAs could become darker and/or change color as the date increases thus modeling engine wear and tear with use. You could also model increased smoke output and/or darker color smoke in one engine vice the other by using the same method mentioned. Age of the diesels (and thus wear) or sabotage of one/both engines could be modeled also by darker smoke coming from one or both engines. There are many possibilities here!
The exhaust smoke is influenced by the wind and thus you will see the exhaust follow the wind. The exhaust smoke is also influenced by the wind your sub causes and the interaction of your sub with the present wind. This is achieved by local and global Air Disturbance Models (ADM). These ADMs are VERY complicated and the best thing to do to try and understand them is read the tweak files and experiment!
The exhaust smoke will cease if the exhaust port is covered by water. It will resume once the exhaust port isn't blocked anymore. This also means that the exhaust smoke will cease when you submerge and will restart when you surface. Note that once your sub has surfaced it may 'teeter-totter' until it settles on the surface and thus you may see the exhaust smoke start and stop and restart several times. This can also occur in high seas.
Comments/suggestions/criticism (all forms) are greatly appreciated and welcomed!

This is version 2.04 of this mod and it includes:
- NSS_Uboat7b.dat
- NSS_Uboat7b.val
- folder called 'Smoke_TGAs_2_04' containing the TGAs used for the smoke
- folder called 'Tweak_Files_2_04' containing the tweak files for this mod (both the val and dat). (see comments in tweak files for explanations and info on exhaust smokes and ADMs)
- folder called 'Designed Values 2_04' containing a text file with the designed values for the dat and val files (in case you tweak yourself into a mess......which you will!!) so you can use the Mini-Tweaker tool to reset them back to as designed values or for reference purposes

Revision History:
1.00a Initial release to BETA testers. Found 'ghosting' and graphical bugs when near other ships/subs.
2.00 complete redo of design. Took care of previous bugs. Initial release.
2.01 Never released - found bug with ADM
2.02 Never released - Fixed ADM bug. Found other bug where wind didn't affect smoke
2.03 Fixed wind bug. Added 3 smoke TGA's per exhaust port named:
- Left exhaust port:
- 7b_Exhaust_L1.tga
- 7b_Exhaust_L2.tga
- 7b_Exhaust_L3.tga
- Right exhaust port:
- 7b_Exhaust_R1.tga
- 7b_Exhaust_R2.tga
- 7b_Exhaust_R3.tga
2.04 Revamped ADMs. Physics of wind and sub interaction in the wind and how they affect the exhaust smokes enhanced considerably
All smoke TGAs are exactly the same now (still overrideable)
Tweak files
Text file with 'as designed' values
Bow wakes corrected
Longer stern wake (use tweak file to suit to taste)

The smoke TGAs are overridable by copying your own versions to \data\Textures\TNormal\Tex. The image size should be 32 pixels x 32 pixels for best results. These TGAs are packed into the NSS_Uboat7b.dat file.

Upcoming ideas/development for this mod:
- Ability to tie to battery recharging mode to give full smoke output when recharging batteries
- adding smoke to snorkel
- Ability to tie to engine damaged thus removing smoke output when engine not available
- Ability to tie to engine damaged thus increasing smoke output when engine damaged
- Ability to tie to 'power' of the engines and thus increase smoke output when 'power' increases

The mod is based on GWX 1.03 NSS_Uboat7b files and has only been tested using GWX.
This mod is fully JSGME compliant. Delete previous versions of this mod, unzip, and copy new folder version to mods folder, enable, and enjoy!
I would like to thank my BETA testers for the initial testing of this mod and the feedback they gave. I would also like to thank the following people for their help/assistance in making this mod a reality:
- MushMartin
- Privateer
- DivingDuck
- Rubini
- A6Intruder
- and anyone else who I may have forgotten. It's not intentional! (please let me know if I missed your name so I may include your name!)

I would like to give credit to the following people for their work on GWX and the files I have based this mod on:
- Kpt. Lehmann and the GWX team for making GWX possible and for giving me permission to use their files
- Fubar for the UBoat textures included in the files used
- Ref for the 3D model corrections contained in the files used

Copyright notice:
This mod (Racerboy's VIIb speed controlled dual exhaust with ADM) and all versions thereof and all corresponding files of said mod are freeware. The files, or parts thereof, may NOT be used in commercial products in any way and may NOT be included, in part or in whole, in commercial products without prior written permission by the author.

I have also implemented a means of detecting unauthorized copying of this mod in the files themselves. If you would like to use this mod in conjunction with other mods or inlcude it in a mod you already have just ask me for permission and give credit where credit is due if permission is granted.

Racerboy

http://dodownload.filefront.com/8236721//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

Questions/comments/concerns/etc. please post to here. Enjoy! :|\\

TheDarkWraith
08-05-07, 04:35 PM
I have found typos in my readme files and am updating all currently along with the links to the downloads with the correct readme files included. The main typo was that the TGA filenames were incorrectly named. They should've read 7x_Exhaust_L(R)x instead of 7x_Exh_L(R). They are correct in the files just not correct in the text file included. Once I have uploaded for all I will post again with link to revised txt file for each. I have corrected each versions original post to reflect the correct filenames.

TheDarkWraith
08-05-07, 05:11 PM
Typos corrected in original post and download link changed to reflect the correct 7z file with updated readme file. If you downloaded this mod prior to this you'll need the updated readme file:

http://dodownload.filefront.com/8236770//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

Sorry about that! :doh:

TheDarkWraith
09-16-07, 01:26 AM
new version available that places the code for the mod in the .val file so the user can change skins and not impact the mod. Available here:

http://www.subsim.com/radioroom/showpost.php?p=602684&postcount=1