Log in

View Full Version : funnel smoke


clubcat
04-21-11, 02:33 PM
was hopeing to find a mod to this effect... smoke on the horizon but no smoke,the fist thing to be spotted was the smoke from the convoy but not on the stock game...if there is no such mod would a modder be kind enough to do one please,it seem to be one detail grossly overlooked

Trevally.
04-21-11, 02:36 PM
http://www.subsim.com/radioroom/showthread.php?t=166121&highlight=funnel+smoke

Zedi
04-21-11, 03:32 PM
The mod add volume to the smoke, but not enough height. In 1 year since release I never was able to spot the smoke when it was reported first time. Never. Sometimes even the sonar guys see the smoke sitting inside the sub but I dont :/ Here is how it should look like, is how Lusitania was spotted

http://i1232.photobucket.com/albums/ff366/Zhedi/SH5/thesinkingofthelaconiapart1hdtvxvid-bia05025822-50-53.jpg?t=1303417685

Wish some day this could be fixed so we can see the smoke at the same time with the crew.

TheDarkWraith
04-21-11, 03:35 PM
FX_Update mod will do it :up:

Zedi
04-21-11, 04:06 PM
FX_Update mod will do it :up:

Hallelujah!

TheDarkWraith
04-21-11, 04:07 PM
Halleluya!

That's been part of the FX_Update mod for some versions now (my version of it that is) :yep:

Zedi
04-21-11, 04:43 PM
That's been part of the FX_Update mod for some versions now (my version of it that is) :yep:

Then I need something like ...

http://ocean.tamu.edu/Quarterdeck/QD6.2Graphics/17_alberto.gif

jwilliams
04-21-11, 05:08 PM
Funnel smoke works fine for me.

Smoke on the horizon reported.

http://img835.imageshack.us/img835/9882/smokexo.png


An enhanced copy for clearer visibility.

http://img62.imageshack.us/img62/4061/smoketouchup.png

My mod list :-

Generic Mod Enabler - v2.6.0.157
[D:\Games\Simulator\SilentHunter5\MODS]

Antilag
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1Patch1
Magnum_Opus_v0_0_1Patch2
Menu - Das Boot Departure Theme
Speech fixes and additions (german version)
sobers realistic hydrophone operator SH5
Rel_SH4_BBC_1939_to_1945
Grossdeutscher Rundfunk
Cerberus62 Historical Ship Equipment 1.3
Capthelms Audio+SV Touch Ups
Enhanced FunelSmoke_by HanSolo78
Lite Campaign LC 1.2
MightyFine Crew Mod 1.2.1 Alt faces

Open_Horizons
Speech Recognition_MiTons_NewUI_Editon_v0.3_english
SUB_hyd_fix_SH5
Window_Lights_Redone_V1
Unterseeboot II SFX
Harbour Addition MOD V0.1 - Open_Horizons

sobers talking conning crew mod
U-Boat Propulsion SFX
German U-Boat Hydrophone SFX
NewUIs_TDC_6_4_0_ByTheDarkWraith
NewUIs_TDC_6_4_0_New_radio_messages_German
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
AirTorpedoes
IO_StrategicMap_4_1_for_TDWv640&MO
Krauters Automated Scripts (v5_0_0 compatible)
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
SOAN - ship data


TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot patch
Wasserbomben1_1
U-boat Historical Specifications 1.7 for TDW Mods
Dynamic Environment SH5 (high - dark nights)
Dynamic environment SH5 Sounds
Dynamic environment SH5 Undersea

stoianm
04-21-11, 11:57 PM
Funnel smoke works fine for me.

Smoke on the horizon reported.

http://img835.imageshack.us/img835/9882/smokexo.png


An enhanced copy for clearer visibility.

http://img62.imageshack.us/img62/4061/smoketouchup.png

My mod list :-

Generic Mod Enabler - v2.6.0.157
[D:\Games\Simulator\SilentHunter5\MODS]

Antilag
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1Patch1
Magnum_Opus_v0_0_1Patch2
Menu - Das Boot Departure Theme
Speech fixes and additions (german version)
sobers realistic hydrophone operator SH5
Rel_SH4_BBC_1939_to_1945
Grossdeutscher Rundfunk
Cerberus62 Historical Ship Equipment 1.3
Capthelms Audio+SV Touch Ups
Enhanced FunelSmoke_by HanSolo78
Lite Campaign LC 1.2
MightyFine Crew Mod 1.2.1 Alt faces

Open_Horizons
Speech Recognition_MiTons_NewUI_Editon_v0.3_english
SUB_hyd_fix_SH5
Window_Lights_Redone_V1
Unterseeboot II SFX
Harbour Addition MOD V0.1 - Open_Horizons

sobers talking conning crew mod
U-Boat Propulsion SFX
German U-Boat Hydrophone SFX
NewUIs_TDC_6_4_0_ByTheDarkWraith
NewUIs_TDC_6_4_0_New_radio_messages_German
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
AirTorpedoes
IO_StrategicMap_4_1_for_TDWv640&MO
Krauters Automated Scripts (v5_0_0 compatible)
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
SOAN - ship data


TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot patch
Wasserbomben1_1
U-boat Historical Specifications 1.7 for TDW Mods
Dynamic Environment SH5 (high - dark nights)
Dynamic environment SH5 Sounds
Dynamic environment SH5 Undersea
He He ... i can tell you from that murky water colors where you were... the funell must be corect corelate with the fogdistance.cfg special in the parameters from [FogDistances 0]... in my version noraml and hight of the dynamic env i tryied to make this as much as compatible:03:... btw wy you not use the storm'y sound mod?

Zedi
04-22-11, 02:38 AM
Thats very possible, Im playing mostly in fog.

But even so, my crew is just awesome. They can see through the fog, clouds and even my sonar boy down there can see the smoke through the fog. Its the only reason I dont waste my crew.

stoianm
04-22-11, 02:41 AM
Thats very possible, Im playing mostly in fog.

But even so, my crew is just awesome. They can see through the fog, clouds and even my sonar boy down there can see the smoke through the fog. Its the only reason I dont waste my crew.
:haha: - i just corelate the visual distance for human eye to be compatible when the crew report smoke on the horizon on the non fog days... for the heavy fog days we must to adjust some setings in IRAI i think... i can not match all the fog states with the crew visual abilities only from fog parameters... but you should not have the fog problem all year long if you use my beta... but you are special... we can call you the ''bad weather guy''

jwilliams
04-22-11, 03:01 AM
btw wy you not use the storm'y sound mod?


Because I keep hitting the Dive key while trying to walk. :damn:

It's been in my Mods folder for over a month, but I haven't had time to reconfigure the keys and look into the few bugs I noticed.

stoianm
04-22-11, 03:03 AM
Because I keep hitting the Dive key while trying to walk. :damn:

It's been in my Mods folder for over a month, but I haven't had time to reconfigure the keys and look into the few bugs I noticed.
You better rework your keys or you get used with the new ones... in my opinion the stormy's mod is a must have one... i can not play sh5 without it:yep:

Dignan
04-22-11, 06:15 AM
If we are using TDW's FX mod do we need the "enhanced funnel smoke mod"? I thought TDW included that in his FX mod?

stoianm
04-22-11, 06:17 AM
If we are using TDW's FX mod do we need the "enhanced funnel smoke mod"? I thought TDW included that in his FX mod?
there are 2 diferent mods... you must to install both mods

TheDarkWraith
04-22-11, 08:09 AM
there are 2 diferent mods... you must to install both mods

Why's that? FX_Update has improved funnel smoke (my version).

stoianm
04-22-11, 08:14 AM
Why's that? FX_Update has improved funnel smoke (my version).
Fx update has improuved the funel smoke... i agree... i checked the hansolo mod and he is diferent from yours... he reworked the particles funelsmoke.dat... so there are 2 diferents mods for funell smoke... i use boths... yours mod and hansolo mod

Magic1111
04-23-11, 01:16 PM
i use boths... yours mod and hansolo mod

Yes, me too ! And one of the MODs does not override the other, because in both MODs are different Files ! :know:

Best regards,
Magic:salute: