View Full Version : [REL] Sub Exhaust for SH5
TheDarkWraith
03-11-10, 09:39 PM
New Version! v1.0.5
Sub Exhaust for SH5 by TheDarkWraith
version 1.0.5
This mod will bring missing sub exhaust to the subs used in game. Currently sub exhaust is enabled on:
- VIIA
- VIIA AI unit
- VIIB
- VIIB AI unit
- VIIC
- VIIC AI unit
- VIIC41
- VIIC41 AI unit
Once I know where the exhaust is located for NSS_Undine and NSS_Uboat2A I'll add them.
The .dds files used for the exhaust can be customized by using your own. Each sub uses it's own .dds files (and an individual .dds file for each side - left and right). The naming convention of the .dds files are: sub type_Exhaust_side1.
Sub type is one of the following:
- 7A = VIIA
- 7AAI = VIIA AI unit
- 7B = VIIB
- 7BAI = VIIB AI unit
- 7C = VIIC
- 7CAI = VIIC AI unit
- 7D = VIIC41
- 7DAI = VIIC41 AI unit
side is one of the following:
L - Left side
R - Right side
so if we wanted to use a new .dds file for the VIIB AI unit's left side it would be named: 7BAI_Exhaust_L1.dds
You should keep the .dds files to 32 X 32 dimensions with a bit depth of 32 as that's what I used.
You can find the .dds files in '\Sub_Exhaust_1_0_5_byTheDarkWraith\data\Textures\ TNormal\tex'
The sub's exhaust is affected by wind. So if there's wind in your game you'll see the exhaust being skewed by the wind.
The sub's exhaust is also speed dependent. At slow speeds you'll see very little exhaust smoke. At ahead flank you'll see lots of exhaust smoke. At all stop you'll see a little bit of exhaust smoke.
The sub exhaust will stop when your sub slips under the surface of the water. It will restart once you surface again. In heavy seas there is the possibility that the exhaust will stop/start depending on how far under the exhaust port went under water.
I've included a single mission named "Sub Exhaust Testing" that you can fire up to see all the currently available AI subs steaming along with their exhaust smoke. It's also a good testing mission for testing different .dds files for the exhaust. Your sub will be a VIIA in the single mission.
This is JSGME ready. Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable via JSGME. (this assumes you setup JSGME to use the 'MODS' folder as default)
Back bells still do not produce exhaust smoke. Still looking for solution.
NOTE: exhaust smoke is tied to the speed of the sub. If you order all stop while at 15 knots of speed the exhaust smoke will continue to emit until speed goes to 0 (and at 0 knots there is very little smoke emitted).
Contributors:
SteelViking - added mipmaps to the .dds files used for exhaust smoke
Changelog:
v1.0.0 - first official release
v1.0.1 - reduced the smoke exhaust trail by about half for VIIA, VIIA AI, VIIB, VIIB AI, VIIC, VIIC AI, VIIC41, and VIIC41 AI
v1.0.2 - reduced the overlife weight to give the smoke more 'lift'
v1.0.3 - added SteelViking's mipmapped .dds files for the exhaust smoke (should see a slight to moderate FPS increase with this)
v1.0.4 - added dispersion to the exhaust smoke to make it look realistic
- changed the Global and Local wind affect on the smoke from 1.0 to 0.15
v1.0.5 - made some changes to files for upcoming mega-mod release by me for compatibility
TheDarkWraith
VIIA all stop:
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1631
VIIA ahead flank:
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1632
VIIA ahead flank:
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1633
VIIA ahead flank:
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1637
AI units steaming along:
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1636
v1.0.5 available here: http://www.mediafire.com/?cowdivh7w51oycm
TheDarkWraith
TheDarkWraith
03-11-10, 09:39 PM
reserved by TheDarkWraith
Need to know exhaust locations for the following subs:
NSS_Undine:
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1635
NSS_Uboat2A - privateer provided info on this. There's only one exhaust port and it's on the right side. http://www.subsim.com/radioroom/showpost.php?p=1344226&postcount=53
Ducimus
03-11-10, 10:06 PM
Nice. :up:
d@rk51d3
03-11-10, 10:12 PM
Ah. Mr. FX is in the house.
Nice job. :yeah:
Sgtmonkeynads
03-12-10, 12:00 AM
:D
Prayer works !
Ailantd
03-12-10, 12:02 AM
One of the best!
I need it right now XD!
Sledgehammer427
03-12-10, 12:22 AM
h-hey! how long have you been back RB?
TheDarkWraith
03-12-10, 12:48 AM
h-hey! how long have you been back RB?
I've been here all along...;)
urfisch
03-12-10, 02:17 AM
i cant handle the hex editor...so no magic for me so far...
:D
nice work!
tonschk
03-12-10, 02:23 AM
:up: You are my HERO :yeah: Racerboy :rock: , Well done :yeah:
EgoApocalypse
03-12-10, 09:42 AM
Cool...............cant wait for more form one of the best,:salute:
Sgtmonkeynads
03-12-10, 09:46 AM
Got the tune "Smoke on the Water" Stuck in my head now !
Looking forward for this :) But I think it smokes too much, 1-2meters should be enough :O:
need more smoke when diesels: startup and when we give more throttle. check this http://www.youtube.com/watch?v=0GGrHhywzsA&feature=related. awesome smoke :up:
need more smoke when diesels: startup and when we give more throttle. check this http://www.youtube.com/watch?v=0GGrHhywzsA&feature=related. awesome smoke :up:
Well, submarine smoking like that would be visible 10 km away... Simply unrealistic
Smoke should look like this http://www.youtube.com/watch?v=RS1edZoGnHI&feature=related between 0:25-0:28
Yoram777
03-12-10, 11:54 AM
absolutely awesome!
looking forward to this mod :yeah:
capthelm
03-12-10, 12:44 PM
maybe reduce the color down to a more transparent effect.
well done adding it. :03:
coronas
03-12-10, 01:08 PM
http://www.youtube.com/watch?v=YQ3EtcE_6FQ&feature=related
:rock::rock::rock:
Deja Vu all the way.
Just like it happened with SH3. Only much faster! LOL!:rock:
TheDarkWraith
03-12-10, 11:59 PM
just a little update. I hope to have this ready for all the subs - even the AI ones here in the near future :cool:
Decoman
03-13-10, 03:21 AM
Does a Type VII uboat have two exhaust ports?
I vaguely recall reading how exaust was vented through the rear part inside the structure of the conning tower, in the compartement below the flak gun.
Hm, or maybe it was perhaps an air inlet or something.
TheDarkWraith
03-16-10, 01:46 PM
okay need some help. I don't have 3DS Max or any 3D modeller program that can load the GR2 files so I can get 3D positions from the models used in game. Thus I'm having to hex edit the file for the exhaust, run the game see where it moved to, re-edit the file, run the game, etc. etc. This is taking too much time to do.
Can someone load all the sub models up and give me the 3D coordinates for the center of the exhaust ports on all the subs? This will help me tremendously :yep:
Ailantd
03-16-10, 01:51 PM
okay need some help. I don't have 3DS Max or any 3D modeller program that can load the GR2 files so I can get 3D positions from the models used in game. Thus I'm having to hex edit the file for the exhaust, run the game see where it moved to, re-edit the file, run the game, etc. etc. This is taking too much time to do.
Can someone load all the sub models up and give me the 3D coordinates for the center of the exhaust ports on all the subs? This will help me tremendously :yep:
How can be those models imported to max ?
TheDarkWraith
03-16-10, 01:57 PM
How can be those models imported to max ?
see here: http://www.subsim.com/radioroom/showpost.php?p=1307222&postcount=56
Sgtmonkeynads
03-20-10, 04:17 AM
Just wondering how its comeing along? I can't wait to see.
Sorry for bumping an old post.
captainprid
03-20-10, 05:30 AM
This would be a very cool mod:up:
skwasjer
03-20-10, 05:48 AM
okay need some help. I don't have 3DS Max or any 3D modeller program that can load the GR2 files so I can get 3D positions from the models used in game. Thus I'm having to hex edit the file for the exhaust, run the game see where it moved to, re-edit the file, run the game, etc. etc. This is taking too much time to do.
Can someone load all the sub models up and give me the 3D coordinates for the center of the exhaust ports on all the subs? This will help me tremendously :yep:
So first a hexeditor = magic, and now you don't want to hexedit? j/k ;)
PortoFerro
03-21-10, 09:32 AM
Well, submarine smoking like that would be visible 10 km away... Simply unrealistic
Smoke should look like this http://www.youtube.com/watch?v=RS1edZoGnHI&feature=related between 0:25-0:28
Many KTBs (Kriegstagebuch) clearly state that Diesels would smoke heavily at flank speed. Even used to lay smoke screens while evading. Sometimes ships could actually "smell" that uboats where close.
The smoking is confirmed by veterans in this German forum:
uboot-netz.de
(awesome resource for German speakers, with marine personell answering questions, unless classified.)
TheDarkWraith
03-30-10, 11:58 PM
Sub exhausts are coming along. VIIA, VIIB, VIIC, VIIA_AI, VIIB_AI, VIIC_AI complete. This screenie is the VIIA_AI, VIIB_AI, and VIIC_AI subs steaming along:
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1627
There is one horrendous bug that I haven't been able to put my finger on that will prevent this ever being completed. You load up a mission - everything fine. You exit to menu then go into another mission - looks like you hit some acid or something as the screen goes psychadelic with colors. It has to be with where I put the code for the exhausts. Still trying to work it out.
DragonRR1
03-31-10, 06:45 AM
Sub exhausts are coming along. VIIA, VIIB, VIIC, VIIA_AI, VIIB_AI, VIIC_AI complete. This screenie is the VIIA_AI, VIIB_AI, and VIIC_AI subs steaming along:
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1627
There is one horrendous bug that I haven't been able to put my finger on that will prevent this ever being completed. You load up a mission - everything fine. You exit to menu then go into another mission - looks like you hit some acid or something as the screen goes psychadelic with colors. It has to be with where I put the code for the exhausts. Still trying to work it out.
Bloody hell DW this is your mod too! Only noticed when I hit the reply with quote button! Hope you fix the issue because it looks awesome!
...
The smoking is confirmed by veterans in this German forum:
uboot-netz.de
(awesome resource for German speakers, with marine personell answering questions, unless classified.)
Thanks for mentioning that website!
TheDarkWraith
03-31-10, 11:21 AM
figured out what was causing the psychadelic colors. The sub files DO NOT like having any FastParticleGenerators in them. If you add one you'll get the problems I experienced. They only like ParticleGenerators. This is ok but now I have to find work arounds for what I was doing :hmmm: And before anyone asks, no, I'm not using the Goblin Editor to add these things. I'm using the tried and true Hex editor. With it you can do anything.
ReallyDedPoet
03-31-10, 12:16 PM
Do you ever sleep DW :hmmm:
St. Cobra
03-31-10, 12:44 PM
name says it all. Yes, it can be done!
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/sub_exhaust_sh5_2.jpg
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/sub_exhaust_sh5_1.jpg
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/sub_exhaust_sh5_4.jpg
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/sub_exhaust_sh5_3.jpg
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/sub_exhaust_sh5_5.jpg
more to come.....:cool:
If you know file structure (same as SH3/4 but different) and you can use hex editor you can do magic.....
Sorry but am i the only 1 seeing some odd pictures for phtobucket?
The General
03-31-10, 12:46 PM
Sorry but am i the only 1 seeing some odd pictures for phtobucket?Nope, I don't see any screenshots either. :cry:
kylania
03-31-10, 12:51 PM
Nope, I don't see any screenshots either. :cry:
It's just coz photobucket sucks. :)
TheDarkWraith
03-31-10, 12:52 PM
Do you ever sleep DW :hmmm:
I sleep :D
Figured out something else. If you're going to add stuff to the files and it requires images (.dds or .tgas) you have to make a seperate file for them and place in \data\Library. Game does not like your own images in the sub files. First time you run the game everything will be fine. If you exit the mission and start another mission is where you'll see missing images for your items if you include them in the sub files. This isn't SH3/4 modding anymore. New rules and new controllers (yeah!)
urfisch
03-31-10, 03:57 PM
photobucket is definitely the wrong pichoster for this forum...
thats for sure...
:D
Stepe47
04-01-10, 02:09 AM
Hey! what's this XBOX GAMER DEN thing?
I have subscribed with subsim! :stare:
kylania
04-01-10, 02:11 AM
Hey! what's this XBOX GAMER DEN thing?
I have subscribed with subsim! :stare:
It's the latest thing today...
Anti_Ship_Fella
04-01-10, 09:39 AM
can anyone say...."april 1st?"
kapitan_zur_see
04-01-10, 11:51 AM
I was also working on that :03:
Had some minor success without having to mess around hex editing, but yeah, goblin editor is not enough as it is. It clearly has limits that prevents you to add new waypoints and etc. New particle emitter and ties them to whichever dds file you want and all that.
TheDarkWraith
04-01-10, 12:04 PM
I was also working on that :03:
Had some minor success without having to mess around hex editing, but yeah, goblin editor is not enough as it is. It clearly has limits that prevents you to add new waypoints and etc. New particle emitter and ties them to whichever dds file you want and all that.
this is a hex edit thing. I have mine speed dependent. At slow speed you see very little smoke, at ahead flank it pours it on. Though I'm not satisfied with the controller(s) I have to use. They have very limited settings and offerings. If I could use FastParticleGenerators I would have much more control and be able to make it do exactly what I want. Right now is just a settle for what I have to work with.
TheDarkWraith
04-01-10, 01:05 PM
ok, finally settled on a design. They are affected by wind also. It's not exactly what I want but I have to work with the controllers given and the new 'rules' of the SH5 game engine:
7A all stop:
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1631
7A ahead flank (external cam):
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1632
7A ahead flank:
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1633
now just have to convert the 7A's design to all the others that I previously did :shifty:
I do need to know where the exhaust is located on this sub (NSS_Undine) so I can add it:
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1635
and for this sub also (NSS_Uboat2a):
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1634
Regio Sommergibile
04-01-10, 02:25 PM
Add those submarines too ? :DL
Keef Kavannah
04-01-10, 02:51 PM
sorry i cant help, i know location of XXI only. but in my opinion those fumes are a bit too much long
but maybe it's just me.
i've never ever seen a pic, they're all b/n, ok, with such an amount of smoke coming out.
don't mind me anyway, what you're creating is plain amazing, pal:up:
TheDarkWraith
04-01-10, 04:58 PM
version 1.0.0 released. You can find it here: http://www.subsim.com/radioroom/showpost.php?p=1309812&postcount=1
Give me some feedback on it please.
:|\\
Regio Sommergibile
04-01-10, 05:38 PM
Just tried as i'm very interested in that. Here my 2 cents: i think the smoke looks more like a powerful exausts. I mean like an offroad truck suddenly accelerating.
Considered how the diesel should work, it should be first of all shorter, a little less dense and more diffuse.
I'll try to get some pics for what i mean. Sorry not great english ;)
TheDarkWraith
04-01-10, 05:41 PM
Just tried as i'm very interested in that. Here my 2 cents: i think the smoke looks more like a powerful exausts. I mean like an offroad truck suddenly accelerating.
Considered how the diesel should work, it should be first of all shorter, a little less dense and more diffuse.
I'll try to get some pics for what i mean. Sorry not great english ;)
I'll try to make it as accurate as possible to real life but when I made it I had nothing to go by. I was just winging it. So the more info and feedback the better I can make it :DL Plus in SH3 I had much more control of the exhaust, here I'm limited as to what I can do (in some ways).
If VIIB should smoke more than VIIA or VIIC shouldn't hardly smoke at all are things I need to know.
Regio Sommergibile
04-01-10, 05:45 PM
I forgot to add "Thanks" because as now it's already a great addition "Silent bugger 5" :DL
TheDarkWraith
04-01-10, 05:47 PM
I forgot to add "Thanks" because as now it's already a great addition "Silent bugger 5" :DL
thanks :DL The hard part has been done...laying down the necessary code work to make it happen. The tweaking and refining part is the easy part ;)
Madox58
04-01-10, 05:50 PM
2A Exhaust location.
http://i108.photobucket.com/albums/n12/privateer_2006/2AExhaust.jpg
This area was painted in a darker Gray to hide the film from the exhaust.
TheDarkWraith
04-01-10, 05:53 PM
2A Exhaust location.
http://i108.photobucket.com/albums/n12/privateer_2006/2AExhaust.jpg
This area was painted in a darker Gray to hide the film from the exhaust.
thanks privateer :up: We need a skin update for the 2A. The current stock game one doesn't show the exhaust port. I'll add the exhaust for the 2A now.
Regio Sommergibile
04-01-10, 06:00 PM
Short OFF-topic: Undine and TypII are already in the folders but need so much work to be ingame, i don't think they should be worth of attentions as now...
P.S.
more a question than a suggestion ;)
ReallyDedPoet
04-01-10, 07:04 PM
Nice, thanks DW.
TheDarkWraith
04-01-10, 07:06 PM
Short OFF-topic: Undine and TypII are already in the folders but need so much work to be ingame, i don't think they should be worth of attentions as now...
P.S.
more a question than a suggestion ;)
Well with the underlying framework I laid down for this mod adding them is a snap.
TheDarkWraith
04-01-10, 09:01 PM
okay, I have to retract my last comment......I added an exhaust port to the NSS_Uboat2a skin but........
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1638
one particle generator on each side produces a clone located up above it...:hmmm: Yeah the 2A is really screwed up and needs lots of work :nope:
well got nothing to lose so let's see how it looks in game......oh yeah I'd have to add it to the roster....nah, too much work. The code is in place for sub exhaust for the 2A that's good enough for now.
Madox58
04-01-10, 09:13 PM
The 2A only had one exhaust port as shown in the photo I posted.
TheDarkWraith
04-01-10, 09:40 PM
The 2A only had one exhaust port as shown in the photo I posted.
oh ok well that further complicates the matter. As the skin is used on both sides so if I add an exhaust port on one side it automatically goes to other side.....hmmm :hmmm:
Madox58
04-01-10, 09:57 PM
Maybe you can attach a small oval object
by makeing it the base of the smoke generator.
Thanks, it looks great! Unfortunately when i use the binoculars near the exhaust I get a slide show with my ATI 5770. Doesn't happen when I look at it in normal view. It may be just be my system. Oh well, gives me an excuse to get another card and go crossfire.:D
TheDarkWraith
04-01-10, 10:00 PM
Maybe you can attach a small oval object
by makeing it the base of the smoke generator.
oh yeah like a dummy object in a way. Hmm, have to see if I can add objects to the files now....got an idea :)
TheDarkWraith
04-01-10, 10:06 PM
Thanks, it looks great! Unfortunately when i use the binoculars near the exhaust I get a slide show with my ATI 5770. Doesn't happen when I look at it in normal view. It may be just be my system. Oh well, gives me an excuse to get another card and go crossfire.:D
isn't that a pretty high-end card (5770)? I use nVidia GTX280 and I get some low FPS occassionally but no stuttering. If the concensus is that the exhaust 'tails' are too long then I can shorten them which will help boost FPS as the max particles allowed will drop.
Since I never tried that view with the mod I had to try it on mine:
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1639
ordered up ahead flank on VIIA and went to binocs and took a look. FPS was 30 which is fine.
It's a fairly new card, but I still want to add another one. I normally don't have issues with frame rate, so if no one else is getting low frame rates, it may be something on my end. (perhaps another mod conflicting)
I'll try again with my other mods disabled.
7thSeal
04-01-10, 11:11 PM
It's a fairly new card, but I still want to add another one. I normally don't have issues with frame rate, so if no one else is getting low frame rates, it may be something on my end. (perhaps another mod conflicting)
I'll try again with my other mods disabled.
Does the splash behind your sub sometimes pause when throttled up? I see this happen every now and then and noticed that the exhaust smoke will pause with it when it does this. Normally its in rougher waters when I see the pause.
TheDarkWraith
04-01-10, 11:25 PM
Maybe you can attach a small oval object
by makeing it the base of the smoke generator.
cool, we can still add objects to the files and the game doesn't freak out (and yes the flag is animated) :up: Now I should be able to make an 'exhaust port' for the 2A on the right side.
http://www.subsim.com/radioroom/picture.php?albumid=248&pictureid=1640
Does the splash behind your sub sometimes pause when throttled up? I see this happen every now and then and noticed that the exhaust smoke will pause with it when it does this. Normally its in rougher waters when I see the pause.
No, not really that much. Its just the exhaust smoke. It must be a setting on my card or something, since no else is having problems. It's weird because the smoke from ships doesn't cause any stuttering. I even tried setting my affinity to only two cores instead of four, but actually had slightly lower frame rates.
I'll mess around with some of my settings and maybe I can figure something out.
kylania
04-02-10, 12:49 AM
cool, we can still add objects to the files and the game doesn't freak out (and yes the flag is animated) :up: Now I should be able to make an 'exhaust port' for the 2A on the right side.
You're my hero! :salute:
sport02
04-02-10, 10:55 AM
great mod for that first version , it's the first time we have smoke for sub in SH , no ?
great mod for that first version , it's the first time we have smoke for sub in SH , no ?
No. SH4 had it modded long time ago.
TheDarkWraith
04-02-10, 10:57 AM
No. SH4 had it modded long time ago.
and I did it for SH3 even longer ago. I believe but don't quote me that the SH4 one's were based off my work in SH3
Very nice mod TheDarkWraith, thank you!
I get lower frame rates only when looking at smoke from sealevel behind sub (85+ falls to 30-40).Could you make also version with shorter smoke fumes? I would really appreciate that :)
Thx for this mod TheDarkWraith.
To the massive FrameRateDrops I can only say:
I´ve got a GeForce 9600GT/512 and I noticed no massive drop so far. Even with a Convoy behind me (8 Rows / 5 Ships per Row).
Thx again for the outstanding work.
Madox58
04-02-10, 11:45 AM
All started somewhere around this time didn't it?
http://i108.photobucket.com/albums/n12/privateer_2006/Stuff/Test_2.jpg
But I'm happy you took it where you did Mate.
:yeah:
Looks very good :yeah:
Thanks,
Paco.
To the massive FrameRateDrops I can only say:
I´ve got a GeForce 9600GT/512 and I noticed no massive drop so far. Even with a Convoy behind me (8 Rows / 5 Ships per Row).
Maybe it's just an issue with ATI cards. Can someone confirm this? I really want to use this mod, but I need to figure out why my FPS goes down to 9-10 when viewing it through binoculars.
Regio Sommergibile
04-02-10, 12:35 PM
Mine is an Nvidia GTX260 and i got no slowdowns... :up:
7thSeal
04-02-10, 12:36 PM
Maybe it's just an issue with ATI cards.
This might be the case, I was curious after others reporting the drop and tried viewing it with bino as well. Hmm the fps dropped badly... overclocked 4870, Xeon dual core 3.0GHz running @ 4 GHz, 4gigs of memory (overclocked as well :)). I run all settings maxed with 4x AA. Usually stays around 45-50fps with max of 60 and min of 29-32fps. :hmmm:
Madox58
04-02-10, 01:00 PM
What ATI Cards do you have?
Minimum recommended is Radeon HD2600 series 256 MB
Maximum recommended is Radeon HD3000 series 512+ MB
java`s revenge
04-02-10, 01:10 PM
Thank you very much to bring that great mod to shv :yeah:
What ATI Cards do you have?
Minimum recommended is Radeon HD2600 series 256 MB
Maximum recommended is Radeon HD3000 series 512+ MB
HD5770 1GB so the card is up to date. Maybe when the patch comes out it will address some of the performance issues. I know some Nvidia cards are having problems with the shadows in the CR as well.
DragonRR1
04-02-10, 01:21 PM
Very nice mod DW, no issue with speed for me (using Nvidia 280GTX). Will let you know what happens when my 480GTX arrives.. Assuming my system doesn't melt on me!
7thSeal
04-02-10, 01:23 PM
Whats odd though is that I'm using the Enhanced Funnel Smoke mod and can view it with bino with no drop in fps. It seems the exhaust from the sub wouldn't be any different. Ship exhaust has much more and alot thicker smoke.
reaper7
04-02-10, 01:33 PM
Oh. Released missed this one yesterday. Amd pics to at last, Couldn't see them over the last month (Darn Photobucket).
Excellent downloading now. Thanks. :yeah:
sport02
04-02-10, 02:27 PM
there is no smoke when you go backwards !!
Under the normal conditions diesel engine has no visible exhaust even if it operates on HFO. Visible "black" exhaust may appear in case the diesel is significantly overloaded or its proper adjusting lost. "White" exhaust appears when the fuel oil (MDO or HFO) contains water or compression piston rings/valves guides/turbocharger's seals are weared and lubricating oil enters the cylinders and exhaust line.
Also there is feature in SH5 when both diesels are vibrating during operation. It is "cool", i like it by the way, but IMHO it is not realistic. As both diesel of U-boat drive the propeller shafts directly, they are to be mounted on their foundations without any flexible intermediate parts. So during the diesels operation you should not see their vibration only, but feel the viration of the whole U-boat. Would be cool if it can be modded also :D
tonschk
04-02-10, 02:57 PM
:yeah: :DL Thank you very much :yeah: :up:
Need to make a slight correction. The type II series had TWO exaust ports, one on each side of the hull. This might have something to do with the two diesel units in the boat design. Not sure though:up:
7thSeal
04-02-10, 04:37 PM
there is no smoke when you go backwards !!
On mine I see it though it depends on sub speed to make it more noticeable. I find that if ordering all stop the exhaust will still continue until your sub comes to a complete stop. Somehow this mod is tied with sub movement rather than throttle which may be a clue with slowdowns with Ati cards?
Run full speed ahead and then order all stop and see just how long the exhaust continues... only till the sub is stopped. :up:
Madox58
04-02-10, 05:56 PM
Need to make a slight correction. The type II series had TWO exaust ports, one on each side of the hull. This might have something to do with the two diesel units in the boat design. Not sure though:up:
Maybe two engines,
But they had one exhaust port!
http://i108.photobucket.com/albums/n12/privateer_2006/Type2s.jpg
Notice NO dark paint spot or hole in the right spot?
I don't make this stuff.
I just post the facts.
And you might want to look at this.
http://amp.rokket.biz/docs/amp7201_typeII_plan.pdf
TheDarkWraith
04-02-10, 07:23 PM
there is no smoke when you go backwards !!
oh yes, you are right. I did forget that :o We'll have to fix that.
TheDarkWraith
04-03-10, 11:57 AM
okay so what's the general concensus? Is the exhaust trail too long? too dark?
okay so what's the general concensus? Is the exhaust trail too long? too dark?
I`d be happy if you could make also version with much shorter smoke. Longer smoke can stay as different version for anyone who likes it but it`s just too long for my taste. I think 2 max 3 meters would be enough. Otherwise it`s great mod :)
Redlance88
04-03-10, 02:33 PM
I also vote for a shorter version. with the engines at temp and running well it would be a subtle amount and length of smoke. now if there was a way to link amounts to engine damage, that would be even more cool. darker and thicker as the damage rate goes up.
SteelViking
04-03-10, 03:13 PM
In my opinion the darkness/density of the smoke is spot on, but I think that shorter trails (a little over half current length) would be more realistic. Smoke from a well maintained diesel engine even the size of a u-boat's should dissipate pretty quickly.
P.S. Thank you for working on this TDW, your immense amount of effort to improve this sim is much appreciated by all.
TheDarkWraith
04-03-10, 03:17 PM
In my opinion the darkness/density of the smoke is spot on, but I think that shorter trails (a little over half current length) would be more realistic. Smoke from a well maintained diesel engine even the size of a u-boat's should dissipate pretty quickly.
P.S. Thank you for working on this TDW, your immense amount of effort to improve this sim is much appreciated by all.
I've been playing around with it and I think everyone is correct - the trail of smoke should be about half what is it now. Color/density I think is good because it dissipates rather quickly. I'll make another version with the shorter smoke trails (which will also help with FPS for those experiencing problems). Look for it shortly.
I've been playing around with it and I think everyone is correct - the trail of smoke should be about half what is it now. Color/density I think is good because it dissipates rather quickly. I'll make another version with the shorter smoke trails (which will also help with FPS for those experiencing problems). Look for it shortly.
:yeah:
Edit:
I don`t know if you seen this http://www.youtube.com/watch?v=RS1ed...eature=related (http://www.youtube.com/watch?v=RS1edZoGnHI&feature=related) between 0:25-0:28
I think its speed is about 10 knots
TheDarkWraith
04-03-10, 05:17 PM
version 1.0.1 released. Major change was adjustment to exhaust smoke trail for all subs currently done. See post #1 for details.
tonschk
04-03-10, 05:42 PM
oh yes, you are right. I did forget that :o We'll have to fix that.
:rock: Thank you very much :up: Racerboy :yeah:
/
Nice, thank you :)
Btw I noticed kinda weird thing. Since smoke direction is affected by wind direction, sometimes happens that smoke comes directly for coning tower. I don`t think watchmen like that very much :O:. Would it be possible to make smoke less wind dependant and more U-boat heading dependant?
Regio Sommergibile
04-03-10, 05:58 PM
Thanks for improvements :up:
TheDarkWraith
04-03-10, 06:02 PM
Nice, thank you :)
Btw I noticed kinda weird thing. Since smoke direction is affected by wind direction, sometimes happens that smoke comes directly for coning tower. I don`t think watchmen like that very much :O:. Would it be possible to make smoke less wind dependant and more U-boat heading dependant?
think about it in real life. The smoke has no choice but to go where the wind takes it.
think about it in real life. The smoke has no choice but to go where the wind takes it.
It should be true IF U-boat was standing still or moving very slow but when its moving its more dependant on heading of submarine (actual movement creates "counterwind"). Just look at big trucks have you ever seen smoke moving forward when truck moves forward? :O:
I was thinking making it more dependant at higher speeds like 10+ knots. It`s kinda funny when you are heading at 18 knots, wind speed is at 1 m/s and exhaust smoke still overpass you...
Edit:
http://www.youtube.com/watch?v=xiOlymvt46s I was thinking about this, it still moves a bit left right when the steer but not forward unless they brake or slow down.
TheDarkWraith
04-03-10, 06:49 PM
It should be true IF U-boat was standing still or moving very slow but when its moving its more dependant on heading of submarine (actual movement creates "counterwind"). Just look at big trucks have you ever seen smoke moving forward when truck moves forward? :O:
I was thinking making it more dependant at higher speeds like 10+ knots. It`s kinda funny when you are heading at 18 knots, wind speed is at 1 m/s and exhaust smoke still overpass you...
Edit:
http://www.youtube.com/watch?v=xiOlymvt46s I was thinking about this, it still moves a bit left right when the steer but not forward unless they brake or slow down.
oh ok, now I'm following you. Yes, I did set them up so that the wind affects them 100%.....I'll play around with this setting :) There's some others I can tweak also.
Regio Sommergibile
04-03-10, 06:52 PM
Maybe 70-30 advantage to the wind...?
oh ok, now I'm following you. Yes, I did set them up so that the wind affects them 100%.....I'll play around with this setting :) There's some others I can tweak also.
Ok, thank you, looking forward for it :up:. But still it`s a great mod it was just a thought :)
panosrxo
05-18-10, 08:29 AM
Any updates on this??
It work fine for me. One minor problem though. I have no smoke when moving backwards.
PS: How do you edit fx files?
TheDarkWraith
05-18-10, 08:36 AM
Any updates on this??
It work fine for me. One minor problem though. I have no smoke when moving backwards.
PS: How do you edit fx files?
not yet. Been very busy with the UIs mod that I haven't had time to work on anything else.
You are correct, there is no smoke when moving backwards. I haven't quite figured out how to do it correctly yet.
fx files require the wonderful tool the hex editor :D
panosrxo
05-18-10, 08:38 AM
not yet. Been very busy with the UIs mod that I haven't had time to work on anything else.
You are correct, there is no smoke when moving backwards. I haven't quite figured out how to do it correctly yet.
fx files require the wonderful tool the hex editor :D
Nice to know..Will try opening them.
robbythesub
05-18-10, 03:11 PM
More great work, thank you. :up:
Akula4745
05-18-10, 07:17 PM
A perfect addition. Many thanks!
I stand corrected.
All this time I thought it was only the Vessiko that had that inverted "Y" pipe in the engine room.
I would think for an operational boat the Germans would put two separate exhaust pipes and mufflers.
But, I just got done researching this and sure enough the Type II, had the same exhaust layout as the Vessiko.
Well, as they say, you learn something new everyday.
Capt Jack Harkness
05-20-10, 04:39 AM
Would it be possible to get the smoke to rise a bit into the air instead of just laying on the ocean? Basically like the diesel powered escorts' smoke.
TheDarkWraith
05-20-10, 04:48 AM
Would it be possible to get the smoke to rise a bit into the air instead of just laying on the ocean? Basically like the diesel powered escorts' smoke.
Yes
Capt Jack Harkness
05-20-10, 09:37 PM
Haha alrighty then.
tonschk
05-21-10, 01:13 AM
Would it be possible to get the smoke to rise a bit into the air instead of just laying on the ocean? Basically like the diesel powered escorts' smoke.
I Agree :up:
http://img337.imageshack.us/img337/3433/eyi.png (http://img337.imageshack.us/i/eyi.png/)
Uploaded with ImageShack.us (http://imageshack.us)
Rolf Eschke
05-22-10, 10:46 AM
Cool,Thanks !
PL_Andrev
05-22-10, 03:38 PM
If it is possible...
Is possible to add captain person / real player position when he is on the bridge and external camera is activated?
Is possible to add crew on bridge for other submarines?
Madox58
05-22-10, 03:46 PM
Other AI Subs can have Crew on Deck.
It's easier then most may think.
And they could use in Game animations also.
So a very little modification can achive a big change.
Nisgeis
05-22-10, 04:33 PM
You are correct, there is no smoke when moving backwards. I haven't quite figured out how to do it correctly yet.
Can you link it to engine RPM, instead of speed?
TheDarkWraith
05-22-10, 04:36 PM
Can you link it to engine RPM, instead of speed?
No. there is no controller that 'controls' FPGs and PGs by RPM. There is a controller that controls them via speed though and that's the one I use.
Nisgeis
05-22-10, 04:46 PM
Is that new for SH5?
TheDarkWraith
05-22-10, 04:47 PM
Is that new for SH5?
nope. Almost same controller from SH3 and SH4.
Nisgeis
05-22-10, 04:57 PM
Oh, I've done some work with the particle generators and I never noticed that you could control the particles by the speed of the sub - which setting is it?
tonschk
05-23-10, 02:20 AM
Would it be possible to get the smoke to rise a bit into the air instead of just laying on the ocean? Basically like the diesel powered escorts' smoke.
The smoke raise just a little , perhaps need a bit more dispersion
http://img337.imageshack.us/img337/1559/mmmz.png (http://img337.imageshack.us/i/mmmz.png/)
http://img171.imageshack.us/img171/8397/hhhhhfff.png (http://img171.imageshack.us/i/hhhhhfff.png/)
SteelViking
05-23-10, 12:27 PM
Hey tonschk, since you're working on this, do you think you could add smoke while in reverse?
TheDarkWraith
05-23-10, 01:22 PM
Hey tonschk, since you're working on this, do you think you could add smoke while in reverse?
I don't think he's working on it. He's just commenting. I'll work on this and the flags when I'm done with the UIs.
SteelViking
05-23-10, 02:51 PM
I don't think he's working on it. He's just commenting. I'll work on this and the flags when I'm done with the UIs.
Oh, ok. Well I am looking forward to your future work then.:salute:
Capt Jack Harkness
05-23-10, 09:28 PM
Cool, well on that note, is it also possible to make the exhaust collisionable so that it blows around the sub instead of through it?
TheDarkWraith
05-23-10, 09:31 PM
Cool, well on that note, is it also possible to make the exhaust collisionable so that it blows around the sub instead of through it?
highly doubtful.
TDW I hope you didn`t forget to change a bit dependability of smoke trail on wind direction :) Looking forward to it.
Madox58
05-24-10, 04:24 PM
Cool, well on that note, is it also possible to make the exhaust collisionable so that it blows around the sub instead of through it?
TDW is correct that Collisions can not be done.
Each Partical is a 'New' creation.
Therefore you can not add a zone to them.
Some animations from earlier SH series suffered the same problem.
You could add a damage zone to the base model?
But the way the animations worked ment there was no damages attached.
That's one of the reasons you can't shoot Survivors in SH3.
(That can be fixed by adding a Dummy spot for the animations and adding a damage zone to it! Kill the Dummy? Kill the Survivors! :rotfl2:)
TheDarkWraith
05-24-10, 06:55 PM
v1.0.2 released. See post #1 for details :|\\
SteelViking
05-24-10, 08:13 PM
Thanks for the update TDW:yeah:
TheDarkWraith
05-24-10, 09:39 PM
TDW I hope you didn`t forget to change a bit dependability of smoke trail on wind direction :) Looking forward to it.
That was changed in v1.0.1. Is it not enough still?
Capt Jack Harkness
05-25-10, 12:42 AM
Strangely enough, after upgrading to 1.0.2 I no longer have exhaust smoke on my VIIC...
kylania
05-25-10, 01:18 AM
Just tested with a VIIC and VIIA and could see the exhaust from both. However, as I was using the UHS mod, my stern was nearly always underwater and that was causing the smoke to be extremely difficult to see. It was also super foggy and not a lot of light where I was too, but it was there. heh
tonschk
05-25-10, 02:02 AM
v1.0.2 released. See post #1 for details :|\\
:rock: :woot: Thank you :yeah:
Thanks for the update :salute:
jwilliams
05-25-10, 02:52 AM
Just tested with a VIIC and VIIA and could see the exhaust from both. However, as I was using the UHS mod, my stern was nearly always underwater and that was causing the smoke to be extremely difficult to see. It was also super foggy and not a lot of light where I was too, but it was there. heh
I also use the UHS mod and the smoke is difficult to see when the sea is not calm. But in completly calm water the smoke is there. :yep:
TheDarkWraith
05-25-10, 07:03 AM
:rock: :woot: Thank you :yeah:
Does the smoke 'rise' better now?
That was changed in v1.0.1. Is it not enough still?
Ah, I kinda missed v1.0.1, thx for 1.0.2 :)
Edit: I`ve just noticed strange thing. In testing exhaust mission I`m getting amazing smoke with everything working as it should in 1.0.2, but in historical missions I`m getting same smoke (much longer, thinner etc.) as in 1.0.0 ... :hmmm: No idea why and what could be the problem (maybe the windspeed 1 m/s vs 15 m/s), didn`t try it in campaign yet.
tonschk
05-25-10, 12:46 PM
Does the smoke 'rise' better now?
Hello there ,thank you :DL, I am in the process of swapping the heatsink of my ASUS EAH5870 V2 with an Accelero S1 Rev 2 plus the addition of a extra heat sink for the voltage regulator modules , this VGA was reaching over 70 degrees celsius on load and I dont like that , later I will download and install the latest version of your :rock: excellent :DL Smoke Mod
( For Silent Hunter 3/4 , I was using a 8800GT with such Accelero S1 heatsink , and the temps were always around 50 degrees celsius on load )
My previous screenshot with your first version of smoke mod were taken using such ASUS EAH 5870 at full/max resolution
.
TheDarkWraith
07-17-10, 02:40 AM
v1.0.3 released. See post #1 for details :|\\
tonschk
07-17-10, 04:15 AM
:up: Thank you , I will try this mod right now :yeah:
.
AWSOME MOD
thanks a ton for this one it alwase bugged me there was no exshust fumes comming from the sub
tonschk
07-17-10, 08:48 AM
Hello there , Can you help me please ? , The first version of this mod was just included inside a single mission and for me was working overall speaking OK , I installed and enabled the last version and unfortunately I cannot see any smoke , I try some single missions but was no sub smoke , below I added the mods I enabled and the SH5 folder , thank you
http://img18.imageshack.us/img18/9666/200to.th.png (http://img18.imageshack.us/i/200to.png/)http://img685.imageshack.us/img685/4581/smoke1.th.png (http://img685.imageshack.us/i/smoke1.png/)
TheDarkWraith
07-17-10, 10:00 AM
Hello there , Can you help me please ? , The first version of this mod was just included inside a single mission and for me was working overall speaking OK , I installed and enabled the last version and unfortunately I cannot see any smoke , I try some single missions but was no sub smoke
are you experiencing this on an isolated sub or all subs? Here's something to try if you still have v1.0.2. Take the \data\Textures\TNormal\tex folder from v1.0.2 and paste in v1.0.3 and see what happens. Maybe your computer has problems with mipmaps contained in .dds files.
You did take the MODS folder from the mod and dropped it into your \Ubisoft\Silent Hunter 5\ folder right (meaning you didn't unzip the mod and take that first folder and place in your \Ubisoft\Silent Hunter 5\MODS folder)?
tonschk
07-17-10, 10:46 AM
Hi there , thank you for the answer , I never downloaded the second version " v1.0.2. " I just downloaded and enabled the first and/or the last version , I guess the last version of this exhaust mod is not included inside a single mission like was the first version and I think must work everywhere inside SH5 , I will try again the other SH5 single missions, but the best way to check out the exhaust mod is with a sunny day at around 9am to 4 pm , unfortunately the few single missions included in SH5 are usually full of the disgusting silly fog used by UBISOFT to hide the SH5 bugs
I checked a few single missions with the VIIA and VIIB , no smoke
tonschk
07-17-10, 11:05 AM
I think I have found the reason , I clicked on the folder I installed inside the MODS folder and was another mod folder with inside the actual exhaust mod , I will install inside the MODS folder the actual exhaust mod , let me try this way
OK now is working but the exhaust is tilted 40 degrees from the sub , is this normal ?
http://img824.imageshack.us/img824/6125/angle.png (http://img824.imageshack.us/i/angle.png/)
.
SteelViking
07-17-10, 11:49 AM
@ tonschk,
I am glad you got it working. I was afraid that my mipmaps were messing you up. Yeah, TDW made the exhaust follow the direction the wind is blowing, that is why it is going that direction.
Just figured I would answer this one for you TDW since I knew what was going on.
tonschk
07-17-10, 11:54 AM
Hi there , thank you very much for the answer :DL,probably , but both exhaust smokes are too much streight and parallel all the way back :wah:
, must show a pulverised curve with some scattered smoke dispersion
.
TheDarkWraith
07-17-10, 12:04 PM
Hi there , thank you very much for the answer :DL,probably , but both exhaust smokes are too much streight and parallel all the way back :wah:
, must show a pulverised curve with some scattered smoke dispersion
.
I've been working on trying to implement something like that effect.
Sepp von Ch.
07-17-10, 12:09 PM
I like this mod. Thanks TDW:up:
tonschk
07-17-10, 12:46 PM
OK , I used the included Exhaust mission , I steer the sub to right and later to the left to test the reaction of the exhaust smoke , and was not really bad :DL , steering left and later right , developed a S shape exhaust smoke , therefore probably is OK :D , Thank you very much :yeah:
.
TheDarkWraith
07-17-10, 05:21 PM
Hi there , thank you very much for the answer :DL,probably , but both exhaust smokes are too much streight and parallel all the way back :wah:
, must show a pulverised curve with some scattered smoke dispersion
.
I figured out how to do dispersion :rock: I gotta say it looks AWESOME now. MUCH more realistic :D v1.0.4 coming real soon......
d@rk51d3
07-17-10, 06:18 PM
Are we there yet? :O:
:rock::rock:
TheDarkWraith
07-17-10, 06:21 PM
v1.0.4 released. See post #1 for details :rock::|\\
SteelViking
07-17-10, 06:44 PM
Awesome, thanks for another update on this mod TDW:up:
7thSeal
07-17-10, 07:07 PM
I gotta say it looks AWESOME now. MUCH more realistic
Just tried it out and have to agree, looks much more natural. Thanks for this new version. :salute:
Capt Jack Harkness
07-19-10, 05:35 PM
A lot better, but I think it still needs to disperse more...
http://image.dieselpowermag.com/f/11007839/0811dp_05_z+2008_texas_dyno_showdown+dodge_ram_die sel_exhaust_stacks.jpg
Brauner
07-21-10, 04:30 PM
When you look with binoculars 180 degrees it gives you huge frame rate drop.
Capt Jack Harkness
07-21-10, 05:07 PM
Actually I've noticed that happens whenever the camera is in close proximity to the exhaust...
Magnetyk
07-22-10, 05:01 AM
The link for new 1.0.4 sub exhaust seem to be dead
Alot of TheDarkWraith's filefront links are dead, I guess because of something wrong on filefront's side. Of course this had to happen right when I was putting together all the mods I want for my next patrol. Any chance we can get some of these mods mirrored somewhere else? What I care about most is this mod and IRAI.
TheDarkWraith
10-14-10, 09:28 AM
v1.0.5 released. See post #1 for details :|\\
vitovt13
10-15-10, 01:36 PM
Good evening. A new version of the mod has a problem with the exhaust on submarines type 7a and 7b
http://s49.radikal.ru/i125/1010/b2/fc6921c8797f.jpg
http://s53.radikal.ru/i140/1010/e7/44a09632bddb.jpg
http://http://s53.radikal.ru/i140/1010/e7/44a09632bddb.jpg
TheDarkWraith
10-15-10, 01:38 PM
Good evening. A new version of the mod has a problem with the exhaust on submarines type 7a and 7b
redownload the new version. There was about 16 of you that downloaded a corrupted a version of it. Let me know if that fixes the problem or not.
I found out it was corrupted after I downloaded it (I download and install them also to verify they uploaded correctly/no problems) :DL
vitovt13
10-15-10, 02:08 PM
the problem is corrected, thank you very much:salute:
PL_Andrev
10-20-10, 01:45 AM
reserved by TheDarkWraith
Need to know exhaust locations for the following subs:
NSS_Undine:
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1635
I found two photos with smoke of U class. Hope to help you.
http://img835.imageshack.us/img835/8396/uclass.png
tonschk
10-27-10, 04:47 AM
Hello there, thank you TheDarkWraith for this mod :salute: , can you tell me please if is possible for you to release a second version of this diesel Exahust with a bit more exhaust particles ?, the SH5 exhaust smoke dispersion is perfect, but sometimes the smoke is not totally amazing like was in Silent hunter 3, thank you.
http://i194.photobucket.com/albums/z58/tonschk/SH3Img16-10-2010_112625_234.jpg
http://i194.photobucket.com/albums/z58/tonschk/SH5Img2010-10-26_055825-1.jpg
jrgador
06-08-11, 10:23 PM
New Version! v1.0.5
Sub Exhaust for SH5 by TheDarkWraith
version 1.0.5
This mod will bring missing sub exhaust to the subs used in game. Currently sub exhaust is enabled on:
- VIIA
- VIIA AI unit
- VIIB
- VIIB AI unit
- VIIC
- VIIC AI unit
- VIIC41
- VIIC41 AI unit
Once I know where the exhaust is located for NSS_Undine and NSS_Uboat2A I'll add them.
The .dds files used for the exhaust can be customized by using your own. Each sub uses it's own .dds files (and an individual .dds file for each side - left and right). The naming convention of the .dds files are: sub type_Exhaust_side1.
Sub type is one of the following:
- 7A = VIIA
- 7AAI = VIIA AI unit
- 7B = VIIB
- 7BAI = VIIB AI unit
- 7C = VIIC
- 7CAI = VIIC AI unit
- 7D = VIIC41
- 7DAI = VIIC41 AI unit
side is one of the following:
L - Left side
R - Right side
so if we wanted to use a new .dds file for the VIIB AI unit's left side it would be named: 7BAI_Exhaust_L1.dds
You should keep the .dds files to 32 X 32 dimensions with a bit depth of 32 as that's what I used.
You can find the .dds files in '\Sub_Exhaust_1_0_5_byTheDarkWraith\data\Textures\ TNormal\tex'
The sub's exhaust is affected by wind. So if there's wind in your game you'll see the exhaust being skewed by the wind.
The sub's exhaust is also speed dependent. At slow speeds you'll see very little exhaust smoke. At ahead flank you'll see lots of exhaust smoke. At all stop you'll see a little bit of exhaust smoke.
The sub exhaust will stop when your sub slips under the surface of the water. It will restart once you surface again. In heavy seas there is the possibility that the exhaust will stop/start depending on how far under the exhaust port went under water.
I've included a single mission named "Sub Exhaust Testing" that you can fire up to see all the currently available AI subs steaming along with their exhaust smoke. It's also a good testing mission for testing different .dds files for the exhaust. Your sub will be a VIIA in the single mission.
This is JSGME ready. Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable via JSGME. (this assumes you setup JSGME to use the 'MODS' folder as default)
Back bells still do not produce exhaust smoke. Still looking for solution.
NOTE: exhaust smoke is tied to the speed of the sub. If you order all stop while at 15 knots of speed the exhaust smoke will continue to emit until speed goes to 0 (and at 0 knots there is very little smoke emitted).
Contributors:
SteelViking - added mipmaps to the .dds files used for exhaust smoke
Changelog:
v1.0.0 - first official release
v1.0.1 - reduced the smoke exhaust trail by about half for VIIA, VIIA AI, VIIB, VIIB AI, VIIC, VIIC AI, VIIC41, and VIIC41 AI
v1.0.2 - reduced the overlife weight to give the smoke more 'lift'
v1.0.3 - added SteelViking's mipmapped .dds files for the exhaust smoke (should see a slight to moderate FPS increase with this)
v1.0.4 - added dispersion to the exhaust smoke to make it look realistic
- changed the Global and Local wind affect on the smoke from 1.0 to 0.15
v1.0.5 - made some changes to files for upcoming mega-mod release by me for compatibility
TheDarkWraith
VIIA all stop:
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1631
VIIA ahead flank:
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1632
VIIA ahead flank:
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1633
VIIA ahead flank:
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1637
AI units steaming along:
http://www.subsim.com/radioroom/picture.php?albumid=246&pictureid=1636
v1.0.5 available here: http://www.filefront.com/17388271/SubExhaust-1-0-5-byTheDarkWraith.7z/
TheDarkWraith
Final What I look for exhuast smoke as real cool :salute::yeah:
FallshirmjAEger
06-25-11, 04:47 PM
Just started using this, it's a nice touch to actually see your sub belching out fumes like an actual boat.
One thing I have noticed is when looking 180 degrees with the scopes & binoculars directly at the exhaust smoke, there seems to be quite an fps hit.
(My hardware, Core2 q9550, evga gtx570sc & 8gb ram)
simplechris
12-30-12, 05:00 PM
hello together'm new here
I've downloaded the mod but you can see where the exhaust gases is in port recognize where I just stand in the dock while driving but no trace of the exhaust gases u boats
sidslotm
01-04-13, 01:38 PM
Brilliant mod, thank you
V13dweller
01-08-13, 12:02 AM
Thanks for the mod, I want to see smoke from the snorkel, but I can't seem to get that to work.
Trevally.
01-08-13, 12:59 PM
added to download section http://www.subsim.com/radioroom/downloads.php?do=file&id=3876:up:
TheDarkWraith
08-14-13, 07:59 PM
link at post #1 updated with valid link
chemist92
02-08-14, 11:02 AM
Hi, the mod doesn't works or maybe the link was corrupted again. Please, can you post a new link? I think that this mod is imprescindible in the sub's characteristics.
Thank you for your work
Raven_2012
02-09-14, 02:52 PM
Download works, bottom:
http://www.subsim.com/radioroom/showpost.php?p=1309812&postcount=1
I can't verify if it works in mod soup, I don't use the mod.
Hi, the mod doesn't works or maybe the link was corrupted again. Please, can you post a new link? I think that this mod is imprescindible in the sub's characteristics.
Thank you for your work
chemist92
02-09-14, 03:23 PM
Download works, bottom:
http://www.subsim.com/radioroom/showpost.php?p=1309812&postcount=1
I can't verify if it works in mod soup, I don't use the mod.
Thank you. I think that is my mod soup, but if i put it the first or the last, not works... If i have time, i'll try to found what is the conflict.
vladimir bondarenko
03-17-14, 03:20 PM
People, and somebody has managed to make Sub_Exhaust_1_0_5_byTheDarkWraith (the exhaust of diesel submarines) with the latest mods FX 0.22. NewULS 7.5 and 2.5 OH, together they clash and there is a constant CTD
RushTheBus
03-20-14, 08:24 AM
I used to use it with Sober's mega mod list and OHII. I never got a CTD but i also never noticed any sub exhaust so i got rid of it :hmmm:
totheorder
03-03-16, 05:12 PM
I have read this mod has caused some CTD's. Ive experienced a few myself using SteelViking&Community's Underwater Mod V1.0 which contains the sub exhaust mod within. Anyone else know the latest? Thanks~
Ulrich Kröpke
11-02-17, 03:42 AM
I play SH5 with TWoS 2.0 and the update 2.09d. I installed The Sub Exhaust 1.0.5 mod. The Single Mission exhaust Test workes fine. But when I play my Campaign and start in Lorient in the bunker I get a ctd with your mod.Any help?
Muckenberg
11-02-17, 03:47 AM
There is no smoke from diesel submarines already added to TWoS?
Ulrich Kröpke
11-02-17, 09:57 PM
before I was running a VIIb boat. Yesterday I changed to a VIIC boat. Now I can see the exhaust smoke. Maybe I need new eyeglasses.
LeBabouin
08-27-18, 10:56 AM
Hi, i'm reinstalling the game after neglecting it for many years. I'm facing a visibility problem with the smoke that is almost invisible even at max diesel speed, far from what we can see in the screenshots TDW posted on top.
So i was wondering wether i could thicken the exhaust smoke a lot by doing some work on the smoke .dds files included in this mod.
I have PS CS with the nVidia DDS plugin working fine, but have no idea of what could be a way of achieveing this if it is even doable. Thanks a lot for any clue!
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