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View Full Version : [REL] different smoke merchants&warships


vickers03
08-08-08, 07:29 PM
ok here's a basic mod that includes darker, longer lasting smoke for all merchants and older ships-
and light, barely visible smoke for all warships.

updated: 11.10.09

added support for SAP 0.5 (ship acceleration physics)

included are versions for TMO 1.7, RFB 1.52, stock,
with or without Websters ship maneuver fix or SAP 0.5.
(first enable Websters maneuver, then different smoke mod).

http://www.subsim.com/radioroom/downloads.php?do=file&id=1172

** if you have EAX sound sim, install the smoke mod last **

JSGME ready.

http://www.imgimg.de/uploads/diffsmoke5e755bf0jpg.jpg

Sailor Steve
08-08-08, 08:06 PM
Woohoo!:rock:

tonschk
08-08-08, 08:15 PM
Hello , I have only " stock 1.4, 1.5 " and Envirenment 4.6 , which of your smoke mod can I use ? thank you

Task Force
08-08-08, 10:46 PM
If I was you Id try the first one. To bad im going to have to wait a while. Im useing RFB.:)

vickers03
08-09-08, 12:26 PM
new links for TMO, RFB, PE3 versions, they where mixed
up and smoke looked almost the same.
sry!!

Mush Martin
08-09-08, 04:06 PM
That is a really nice bit of ambience, well done.
M:up::up::up:

Rolf Eschke
08-10-08, 01:09 AM
Looks fine,Thanks !
Regards
Rolf

csengoi
08-10-08, 02:20 AM
This is a must have for me! Thank you!

cgjimeneza
08-15-08, 10:24 PM
this is great!!:up:

I found a ship visually by myself while shooting and sinking another one...

due to the smoke trail I was able to locate and prosecute and my crew saw it and reported it almot 30-45 minutes after me...:yep:

WilhelmTell
10-15-08, 02:28 PM
Nice ! Is this comtatible to W_Clear's newest Environmental Mod 4.9 ?

vickers03
10-15-08, 03:30 PM
Nice ! Is this comtatible to W_Clear's newest Environmental Mod 4.9 ?

yes

Lexandro
10-15-08, 04:17 PM
I was going to use this as its very much the sort of thing I would like to have but I am unsure of its compatability with Monsun and RSRD. Is it safe to use with those mods?

Task Force
10-15-08, 04:58 PM
Will this work with PE4.:D

Lexandro
10-15-08, 05:11 PM
Will this work with PE4.:D

You shoudnt need it for PE4, that comes with its own smoke effects add-on.

Task Force
10-15-08, 05:18 PM
Oah id dose. never realised.:yep:

Rolf Eschke
10-16-08, 04:01 AM
Good Idea !
Would it be possible that the Watchcrew noticed the differene between the Smoke Types ?
Regards
Rolf

vickers03
10-16-08, 01:08 PM
Would it be possible that the Watchcrew noticed the differene between the Smoke Types ?

i wish the watchcrew would even notice the smoke,
it's the ship they spot. (correct me if i'm wrong).

REIS
12-31-08, 01:57 AM
There is a conflict of files with OpsMonsun
http://www.shareapic.com/public/view/full/30863

plz create a version for OpsMonsun v600 with patch

best regards, cpt. REIS

and a Happy New Year!

gimpy117
12-31-08, 12:47 PM
this is great!!:up:

I found a ship visually by myself while shooting and sinking another one...

due to the smoke trail I was able to locate and prosecute and my crew saw it and reported it almot 30-45 minutes after me...:yep:

the problem is the warships with invisible smoke :huh: now they can get sneaky on you...

better start your radar!! :ping:

banjo
12-31-08, 01:58 PM
Using the latest TMO only, the smoke is reversed, i.e., merchants have light smoke and warships have heavy smoke.

vickers03
01-01-09, 04:35 PM
Using the latest TMO only, the smoke is reversed, i.e., merchants have light smoke and warships have heavy smoke.
updated.
btw, some older warships also got darker smoke.
make sure the mod is enabled after all TMO updates.

plz create a version for OpsMonsun v600 with patch
later..

REIS
01-02-09, 02:38 AM
Using the latest TMO only, the smoke is reversed, i.e., merchants have light smoke and warships have heavy smoke.
updated.
btw, some older warships also got darker smoke.
make sure the mod is enabled after all TMO updates.

plz create a version for OpsMonsun v600 with patch later..
i want to post a couple of mods at central ukrainian torrent so i need the latest versions ant this mods to have no conflicts so ill be waiting

Seawolve44
01-02-09, 02:39 PM
Is it possible to use this for playable ships? I was hoping to add this to Ivanks playable SS Horai, to make darker smoke for the old steamer. However it seems it won't work if it is for the stock AI Horai. What would I have to do to make this work? :hmm:

-Seawolve44

vickers03
01-02-09, 10:07 PM
is it possible to use this for playable ships? I was hoping to add this to Ivanks playable SS Horai, to make darker smoke for the old steamer. However it seems it won't work if it is for the stock AI Horai. What would I have to do to make this work? :hmm:
here's a patch that should work:
http://files.filefront.com/NSS+Horai+blsmoke7z/;12851463;/fileinfo.html

groomsie
01-06-09, 10:11 AM
TMO just upgraded to 1.6.2 (I believe that is the version), sounds like a "final" version... It looks good as it is, but I'm wondering if this MOD will cause issues. Anyone know if it is compatable?

Webster
01-06-09, 08:57 PM
ok here's a basic mod that includes darker, longer lasting smoke for all merchants and older ships-
and light, barely visible smoke for all warships.

stock 1.4, 1.5, RSRDC
http://files.filefront.com/different+smoke+RSRDCzip/;11418971;/fileinfo.html



i assume this file will work for 1.4 or 1.5 with or without the rsrdc mod but im asking just to be sure?

also would you consider this a fix to make smoke more realistic or is it just a mod based on what you think looks good?

cgjimeneza
01-06-09, 09:23 PM
TMO just upgraded to 1.6.2 (I believe that is the version), sounds like a "final" version... It looks good as it is, but I'm wondering if this MOD will cause issues. Anyone know if it is compatable?

I have used since it came out without issues, anyone has had any problems¿¿¿

vickers03
01-07-09, 02:17 PM
TMO just upgraded to 1.6.2 (I believe that is the version), sounds like a "final" version... It looks good as it is, but I'm wondering if this MOD will cause issues. Anyone know if it is compatable? the mod will be updated in the next few days.

i assume this file will work for 1.4 or 1.5 with or without the rsrdc mod but im asking just to be sure?
yes.

also would you consider this a fix to make smoke more realistic or is it just a mod based on what you think looks good? as for now it includes only two different smoke stages,
to show the difference between spotting a warship/merchant.
different propulsion systems, mainly coal/oil steamers
& diesels are not taken into account.

REIS
02-08-09, 12:42 AM
is there any possibility to create version for monsun?

Capt. Shark Bait
02-08-09, 07:25 AM
so, which link is suitable for TMO163?

cgjimeneza
02-08-09, 07:31 AM
I use it for TMO163 and for monsun, just enable last.

that I have observed, It doesnt screw anything, but to be sure enable last and disable if you find any problems

its great

groomsie
02-09-09, 12:21 PM
I use it for TMO163 and for monsun, just enable last.

that I have observed, It doesnt screw anything, but to be sure enable last and disable if you find any problems

its great
I'm running w/ TMO 1.6.2 and RSRDC and no problems I've noted. As cgjimemeze notes, just enable last.

I really like this mod, especially w/ boats before radar it allows me to spot merchants many times at good range, but not so long as to feel unrealistic.

cgjimeneza
02-09-09, 01:40 PM
I use it for TMO163 and for monsun, just enable last.

that I have observed, It doesnt screw anything, but to be sure enable last and disable if you find any problems

its great

EDIT:

I'm running w/ TMO 1.6. and RSRDC and no problems I've noted. As cgjimemeze notes, just enable last.

I really like this mod, especially w/ boats before radar it allows me to spot merchants many times at good range, but not so long as to feel unrealistic.

and it works wonders on U-boats, I have spoted ships away while engaged shooting at previously located shps, yet my crew hadnt spoted them.... so its great.

I tried with great success in the western approaches in uboats, early WW2 using op monsun and in the pacific before we get the surface radar sets.

Admiral Von Gerlach
02-11-09, 12:21 PM
Excellent to see this, as merchants were often detected by this by good watch crews,,....for the warships, later in war, erzatz fuels, or poor quality would make them more visible at times or depending on how long between cleaning boilers, and or stacks.... but overall an excellent idea IMHO. One of the nagging worries of convoy commodores, i saw many refernces to this in my grandfather's log book, he was convoy commodore..... having to signal ships to make less smoke :) great addtion to the immersion , thanks for this work.

vickers03
06-13-09, 10:36 AM
updated for latest versions of TMO, RFB, stock,
with or without Websters ship maneuver fix.

cgjimeneza
06-13-09, 10:45 AM
Vickers, I owe you a drink!!!!

thanks a lot amigo

will scan a Heinken and send up!!!! or maybe a pitcher... this is a MUST have

Important: the download link is on post no.1

:yeah:

Webster
06-20-09, 03:09 PM
bump

Patchman123
09-18-09, 10:42 AM
Yes,
Is there a way to uninstall this mod?
http://i574.photobucket.com/albums/ss184/Patchman123/Mod.jpg

I keep getting this screen and I am stuck with it and so frustrated. Is there a way to fix this? I find it annoying.

iambecomelife
09-18-09, 01:13 PM
May I use it for my WWI mod? I need thicker, dirtier smoke to represent all of the coal burning ships from that era. :)

vickers03
09-18-09, 02:48 PM
I keep getting this screen and I am stuck with it and so frustrated. Is there a way to fix this? I find it annoying.
seems like something was done manual, otherwise
jsgme wouldn't do this as it keeps track of every file
movement, regardless of the installed mod.

May I use it for my WWI mod? I need thicker, dirtier smoke to represent all of the coal burning ships from that era.
yes, of course.

Bubblehead1980
09-18-09, 03:40 PM
so this works fine with TMO 1.7? or is it already included, TMO has the longer smoke signals included, or is it a diff mod?

Patchman123
09-18-09, 08:10 PM
seems like something was done manual, otherwise
jsgme wouldn't do this as it keeps track of every file
movement, regardless of the installed mod.


yes, of course.

No,
I did it with JSGME, that's the problem.

Task Force
09-18-09, 08:13 PM
No,
I did it with JSGME, that's the problem.

you appear to have installed anouther mod that replaced those files... just unenable all your mods, and re enable what you want...

I'm goin' down
09-19-09, 01:26 PM
As I was coming out of the kitchen, my three ferocious miniture poodle sentry's surrounded the fireplace, first growling and then barking. Soot started shooting out of the base of the chimney, and all of sudden, in full regalia

OUT STEPPED THE MAN HIMSELF -- SANTA CLAUS.

I looked in my backyard. It is September, a bright blue fall morning with no snow on the ground. Smack in the middle of my yard, in the center of my well manicured grass lawn, was a large sleigh. It was hitched up to a team of reindeer, one with a glowing, shiny red nose in the lead. Two of team were off the ground, held down only by the leather halters that were attached to the other reindeer by way of thick brown leather reins. They were ready to take immediate flight. The remaining reindeer were pawing at the grass and snorting. Six elves had grabbed my son's basketball that he had left on the path, and they were have a game of 3 on 3 on the adjacent concrete court. They were shouting in high pitched voices and laughing.

In shock, I looked at Santa. Without a word handed me an envelope. I started to open it. I glanced up. He was gone! WTF. Where did he go? I went to the window. His sleigh was gone. He was gone, The reindeer were gone. So was his enterouge. All were gone without out a trace, except for the envelope in my hand. It all happened in thirty seconds!

I opened the envelope. It said, Go to subsim and incorporate different smoke for mercahants and warships into your career, Captain. Good luck and everyone's is counting on you.

I did not know that Christmas happened in September. But is does!

Thanks, Captain, for a great "Christmas" preset.:salute:

vickers03
09-19-09, 02:33 PM
lol

Fish40
09-20-09, 10:23 AM
Just wondering if this mod could be enabled safely mid- patrol?

Bubblehead1980
09-20-09, 01:29 PM
Something weird is happening with this mod...

I downloaded it, enabled it like norma via JSGME, should work like every other mod, I close JSGME, it doesnt show up on the list when I reopen it, automatically removes itself from my mods list.Any ideas?


Mod list:

TMO 1.7
TMO hotfix 41709
Max Optics and SCAF fix TMO 1.7_41109
Merchants and Warships smoke mod...without websters maneuver(attempted to enable it right after)
Carotio Trukharborcitylocations
Gramaphone Three
New Freighter
Shoho
Myoyok and small seaplane tender
TBT filter red V2
obs periscope filter mod...red
harder_escorts

Also attempted to enable the smoke mod last, still removes from list when i close and reopen mods list.


Any ideas? I want to use this mod, smoke for merchants is too light in TMO and warships too heavy.


PS, what is websters maneuver fix?

vickers03
09-20-09, 02:07 PM
i'm assuming you copied "[TMO 1.7] different smoke merchants warships" into your mods folder?
there are other versions in the same archive, of course only one can be installed at the same time.
if you did, my only other guess would be jsgme has problems with symbols like [TMO 1.7]
so you could try renaming that.

PS, what is websters maneuver fix? http://www.subsim.com/radioroom/downloads.php?do=file&id=942

Bubblehead1980
09-20-09, 03:06 PM
yes, copied it in like always.going to try it again, if not, then will try renaming it.

Edit:Renamed it, stays loaded now.Thanks.Do you know if websters maneuvering fix cause any problems with TMO 1.7?

vickers03
09-20-09, 04:27 PM
updated: 20.9.09
fixed some filename related probs with
jsgme, thx bubblehead for pointing it out.
added some more variation to smoke.

Do you know if websters maneuvering fix cause any problems with TMO 1.7?
not that i'm aware of, i'm using it with TMO.

Bubblehead1980
09-20-09, 04:54 PM
no problem, just downloaded updated version and going out on patrol to test it out.Should help spot and track , esp with contacts off.

Bubblehead1980
09-24-09, 02:22 PM
So despite trying to deactivate this mod ia JSGME, so can disable TMO and activate another mod, the mod will not deactivate, get a message telling me the smoke mod must be disable first even though i just ordered it disable and it shows it disabled in JSGME.Any ideas?

vickers03
09-24-09, 02:55 PM
is this with the new version?
old one was still active?
sorry but as i'm not really using jsgme
i don't have a solution for this.

Bubblehead1980
09-24-09, 04:54 PM
new version, i really like this mod and want to use it, made tracking merchants without map contacts on much easier....just need to get this snafu fixed.

So how do i fix it? Wont let me disable TMO, says i have to disable the smoke mod first, i did and it shows disabled on JSGME, but still get that message.

If you dont mind telling me in some detail, im a bit lost.

Bubblehead1980
09-24-09, 08:36 PM
I just dont get it, I deleted JSGME multiple times, deleted all the mods, uninstalled SH 4 itself.Renstalled silent hunter, downloaded JSGME again.When open the new jsgme up, even though dont even have TMo installed at moment, still shows TMO activated and when try to disable it, says the smoke mod has to be deactivated.Makes me go WTF?
How is TMO still there when I deleted it? makes no sense. Can't figure this out, sucks big time.

Any ideas?

JREX53
09-24-09, 08:53 PM
Bubblehead1980,

Did you delete the save game files in your "My Documents" Folder?

Bubblehead1980
09-24-09, 11:16 PM
running vista. Went to the documents folder, to saved games, nothing to do with SH 4 there.

Deleted all mods and their folders etc, clean install of SH 4.Yet when download JSGME again, open it up, still shows TMO as enabled.:damn:

vickers03
09-25-09, 06:19 AM
i think you need to contact the author of jsgme
if there is another config file somewhere ..

Webster
09-25-09, 10:42 AM
what you have is leftover files were still there after you uninstalled sh4

uninstall the game and then go to your directory and delete any remaining sh4 or ubisoft folder then reinstall the game and that will fix it.

if a mod was still installed (and it was saying it was) then just unistalling the game wont remove any of the "modded" files so they will be left behind and the new install will merge with then to cause more issues.

Bubblehead1980
09-25-09, 03:40 PM
vickers, any chance you could tweak this mod so it doesnt go fubar with jsgme, really cool mod and is needed.

vickers03
09-25-09, 03:42 PM
vickers, any chance you could tweak this mod so it doesnt go fubar with jsgme, really cool mod and is needed.
?? post #50?

Bubblehead1980
09-25-09, 04:41 PM
That was before my most recent troubles.

First problem was it wouldnt show up when trying to load it, you fixed that.Then when I wen to deactivate it, it showed in JSGME as deactivated but then would get a message saying "TMO 1.7 can not be deactivated, TMO 1.7 different smoke must be disabled first" I finally got it fixed but had to delete mods etc.

Gunfighter
09-26-09, 09:57 AM
Hi tried Stock(1.4 -1.5) mod and it turned damage flames in to little blocks any ideas

vickers03
09-26-09, 10:22 AM
Hi tried Stock(1.4 -1.5) mod and it turned damage flames in to little blocks any ideas
i remember this an texture/material problem.
what else mods do you have installed?

Gunfighter
09-26-09, 10:44 AM
http://i47.photobucket.com/albums/f163/ABThing/modsshotjpg.jpg
this is mod list

vickers03
09-26-09, 11:17 AM
ok, check the updated version,
i hope it works:hmmm:

Bubblehead1980
09-26-09, 02:20 PM
fixed it so it will deactivate on command?

vickers03
09-26-09, 03:10 PM
fixed it so it will deactivate on command? you have to test it, i don't have vista and don't use jsgme.
i've renamed everything so the problems can't be
on my side anymore.
could be the folder names are too long now,
if yes just rename.

Gunfighter
09-27-09, 07:00 AM
Blocky Fire graphics. Used updated file 26/09/09 all OK now works fine Thank You for your quick responce.:yeah:

vickers03
10-11-09, 11:37 AM
updated 11.10.09

added support for SAP 0.5 (ship acceleration physics) mod

virtualpender
11-23-09, 09:20 PM
Is this compatible with TMO 1.9?

vickers03
11-24-09, 06:44 AM
it may work but i have to look into the files

Alex
11-24-09, 07:40 AM
Woohoo!:rock:

I second Sailor Steve's thoughts ! :|\\ :yep:

vickers03
11-28-09, 08:07 AM
ok the mod is TMO1.9 compatible, the files i use where
not changed sinced 1.7

virtualpender
11-28-09, 12:39 PM
Excellent. Thank you for your work on this and for following up!

Bubblehead1980
11-28-09, 03:06 PM
This is one of my favorite mods, smoke is visible from far away, as it really was.Helps with tracking when no radar installed or map contacts on....

Radio
11-28-09, 03:21 PM
Woohoo!:rock:

Yep, same here! :up:

CaptianT
01-05-10, 09:55 AM
Is this mod still compatable with TMO 1.9?

Best Regards.

Bubblehead1980
01-05-10, 04:00 PM
yes it is, i used it with 1.9 and works just fine.

vickers03
01-06-10, 10:25 AM
updated: 6.1.2010
-added RFB2 support

SJFriesen
08-29-11, 10:08 AM
Just got the game and was recommended your mod. I am using TMO 2.2 and armi said it should run but which file do i move over in JSGME the 1st or the sap05 one?

Bubblehead1980
08-29-11, 05:23 PM
Just got the game and was recommended your mod. I am using TMO 2.2 and armi said it should run but which file do i move over in JSGME the 1st or the sap05 one?

Once you extract the file in your downloads, click on it, then move the different smoke subfolder for TMO to the JSGME.

SJFriesen
08-29-11, 09:14 PM
All three of them? Just didnt want to move them all over and have some catastrophic failure like I did with RSRD. I think I just enabled the patch wrong for RSRD though.

Bubblehead1980
08-30-11, 03:55 AM
All three of them? Just didnt want to move them all over and have some catastrophic failure like I did with RSRD. I think I just enabled the patch wrong for RSRD though.
No just the one for TMO

White Owl
08-30-11, 08:22 AM
This is a very good mod. :salute:

I'm running RFB, RSRDC, SAP0.5, and a bunch of other things. It's still very early war and an inexperienced crew on the ol' Pickerel, so my lookouts are all myopic and the hydrophone guy can't hear anything farther away than 3000 yards. But last night I spotted a plume of smoke rising over the horizon, tracked the target, moved to intercept, and bagged a 7000 ton freighter. Without this mod I almost certainly would have missed seeing him. Thanks!

SJFriesen
08-30-11, 04:25 PM
Hmm what is SAP is that another megamod like TMO?

White Owl
08-30-11, 08:42 PM
SAP = Ship Acceleration Physics (http://www.subsim.com/radioroom/showthread.php?t=151158).

SJFriesen
08-30-11, 09:31 PM
Oh its not compatible with TMO

qjp
08-31-11, 01:01 AM
This is a very good mod. :salute:

I'm running RFB, RSRDC, SAP0.5, and a bunch of other things. ...

Hi, could you post a link to SAP 0.5 as from subsim i can download only v. 0.3 and filefront links are dead

Cheers!

SJFriesen
08-31-11, 01:57 PM
He has a link in his post thats above mine. Its clickable if you just scroll over the mod name.

Bubblehead1980
08-31-11, 04:22 PM
I forgot what SAP is.Oh yes, use the TMO version WITHOUT the SAP

seaplate hitman
08-31-11, 08:02 PM
I can't find the mod refer to TMO2.2. What should I do?

Lt commander lare
08-31-11, 11:40 PM
This is a great mod used it alot of times

Lt Commander lare

Bubblehead1980
01-30-12, 01:07 AM
Is there a version of this for OM?