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View Full Version : * Released * Racerboy's Type IIA speed controlled exhausts with ADM for GWX


TheDarkWraith
08-18-07, 05:05 PM
GWX version of the TIIA speed controlled sub exhaust mod. There are two versions of this mod: a single exhaust (realistic) and a dual exhaust. This is so the enduser has a choice of what he/she wants to use.

From the readme file for the single exhaust version:

This mod will enable a smoke exhaust for the right exhaust port on the Type IIA. The exhaust port's smoke is a function of speed. At 0 knots you will just barely see exhaust smoke coming from the exhaust port. 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 designed the exhaust in a way 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. Age of the diesels (and thus wear) or sabotage of the engines could be modeled also by darker smoke coming from the 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 1.04 of this mod and it includes:
- NSS_Uboat2A.val
- folder called 'Smoke_TGAs_1_04' containing the TGAs used for the smoke
- folder called 'Tweak_File_1_04' 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 1_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:
1.00 Never Released.

1.01 Added 3 smoke TGA's for right exhaust port named:
- TIIA_SExhaust_R1.tga
- TIIA_SExhaust_R2.tga
- TIIA_SExhaust_R3.tga

1.02 Never released
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)

1.03 Standardized coding to enable user to change skins without impacting exhaust or tweak files

1.04 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
Renamed exhaust smoke TGAs:
- Right exhaust port:
- 2A_Exhaust_R1.tga
- 2A_Exhaust_R2.tga
- 2A_Exhaust_R3.tga

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_Uboat2A.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_Uboat2A.val file.
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 the VIIb GWX version of this mod and the feedback they gave. Because of them this version is possible. I would also like to thank the following people for their help/assistance in making this mod a reality:
- MushMartin
- Privateer
- DivingDuck
- Rubini
- A6Intruder
- SquareSteelBar
- Nokia
- 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 TIIA speed controlled single 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

Single exhaust version:

http://dodownload.filefront.com/8565335//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

Dual exhaust version:

http://dodownload.filefront.com/8564915//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

Kpt, Otto
08-18-07, 05:19 PM
This mod is the biz :rock: great to see it now on the type IIa, I always start the war with that type. My current uboat is U-23.

Look forward to the type IId variant for GWX! :D



Also I think the work your doing with the type VII flag mod is great! :up:


Thanks again :up:

Kpt, Otto
---------------------------------
U-23

GOZO
08-19-07, 02:32 PM
Fantastic news. Downloaded and will install tonight.

Thanks for all the work! :up:

OB

Hartmann
08-21-07, 07:41 PM
Very nice work ! :up:

thanks

now i´m using a type IXB boat but when i finish my career i will try the mod :up:

Packerton
08-22-07, 12:24 AM
Very nice giveing the Dugouts some love.

They are neat boats to use.

Mueller72
09-07-07, 05:37 AM
Thanx To You great Modders!!!

Now i can have smoke while sailing for WaW :rock:

Kaleu. Jochen Mohr
09-07-07, 08:19 AM
hehehe. seems like the WAW boys of the 1st love it :cool:

Rimfaxi
09-08-07, 11:59 AM
Amazing MOD :up:


Is there a way to use subskins together with this mod?

When enabling skins using JSGME the NSS_Uboat2A.dat is changed.

Or should I just replace the skin related tga in the NSS_Uboat2A.dat usinng 3dpack?

Gute Jagd ihr Himmelhunde!

TheDarkWraith
09-08-07, 06:31 PM
Amazing MOD :up:


Is there a way to use subskins together with this mod?

When enabling skins using JSGME the NSS_Uboat2A.dat is changed.

Or should I just replace the skin related tga in the NSS_Uboat2A.dat usinng 3dpack?

Gute Jagd ihr Himmelhunde!

there will be a version released here soon for this sub that packs all the code necessay for the smoke into the .val file so that you can add skins and not affect my mod.

Kar
09-09-07, 05:00 AM
Can you relese all your smoke mods in one mod ? Its huge number of mods and I think if someone wants smoke he wants it for all subs not for one type :ping:

Oh and thanks for your work :up:

TheDarkWraith
09-15-07, 04:53 PM
new version released that packs all the code in the .val file so you can change skins and not affect the mod. Available here:

http://www.subsim.com/radioroom/showpost.php?p=624735&postcount=1

donw
09-16-07, 11:02 AM
I must be missing something?? I have put "Racerboy_TIIA_SDSE_ADM_1_04_GWX" in the MOD folder and enabled it with JSGME....and nothing?

Do I have to put the 3 smoke files somewhere...or use the "mini tweaker tool" (I see nothing about that in the read-me)?

TheDarkWraith
09-16-07, 11:07 AM
I must be missing something?? I have put "Racerboy_TIIA_SDSE_ADM_1_04_GWX" in the MOD folder and enabled it with JSGME....and nothing?

Do I have to put the 3 smoke files somewhere...or use the "mini tweaker tool" (I see nothing about that in the read-me)?

You did the install correctly. Do you have any skins enabled for the type IIA? It might be that the skin maker changed the sub's ID and thus causing a conflict. You don't have to put the smoke TGA's anywhere unless you want to override my defaults that are packed into the .val file.
If you have a skin enabled for the Type IIA can you send me a link to it so that I may examine it?

donw
09-16-07, 11:47 AM
I don't "think" i do...but to be sure..I will disable every mod I have except that one and open a single mission to test..

Stand by one!

donw
09-16-07, 12:28 PM
Well...This might just be an issue of a rather poor video card. There appears to be some trace or whiff of something...but not very noticable...
http://www.geocities.com/donw_43/smoke1.jpg
http://www.geocities.com/donw_43/smoke2.jpg
http://www.geocities.com/donw_43/smoke3.jpg

In my first attempt, it did not appear that any of the Mods I had installed would affect this, unless maybe SH3 Commander might be the issue.

In the pics above, I did not use CDR...and I disabled everything else I had. Pic 3 shows a bit of grey stuff around the Stern...is this what we're talking about?

I can enlarge these more if needed, then remove them. I just cut them down to conserve website bandwidth

TheDarkWraith
09-16-07, 01:22 PM
Well...This might just be an issue of a rather poor video card. There appears to be some trace or whiff of something...but not very noticable...In the pics above, I did not use CDR...and I disabled everything else I had. Pic 3 shows a bit of grey stuff around the Stern...is this what we're talking about?

I can enlarge these more if needed, then remove them. I just cut them down to conserve website bandwidth

It appears you're using the single exhaust mod of it. Yes, the grey stuff around the stern is the smoke in question. Try this: go to external camera and look at the stern of your sub while at the position of the stern of the sub and drop down very close to the water. You should be able to see the exhaust smoke very easily. Do this at ahead flank bell.
If you don't mind sending me enlarged screenies via PM that would be great.

donw
09-16-07, 02:20 PM
We'll have to compare notes sometime again real soon Mate...I just reloaded everything and started a new patrol in WaW that I don't wish to make any changes to untill completed.

I have sent you my E-mail via PM, so if you want, when I get this finished, I'll send you a few shots that way. Drop me a line so I'll have yours.

Thanks for the assistance! :up: BTW...we're almost neighbors...I live along Lake Mich in Northern Indiana! ;) Have you been to Chicago lately and seen the new U-505 exhibit?