View Full Version : No funnel smoke...
CapZap1970
08-06-20, 10:55 PM
Dear Kaleuns:
I would like to ask for some advice or help here, whatever is necessary...
I noticed that my military ships (all nations, all sizes) don't have the funnel smoke with exception of the Glorious carrier that I added as a separate mod. On the other hand, the only merchant ship without smoke is the Empire Type Freighter, all others work perfectly.
Please, could anyone tell me what files are responsible for the ships funnel smoke?
Is there a file in every ships folder that controls this? I ask this because that way I can identify if I am using a mod responsible for the loss of the ships funnel smoke. Now, perhaps not only a file in every ships folder, but perhaps one or more in the library folder? What file or info should I be looking for?
Any help will be most welcome. Thank you guys... :up:
CapZap
Each ship.dat has funnel node (s) generally linked to particules.dat...(like GWX)
If you lost them, something overwrought it :yep:
On side note, If using MFM Improved, brings its own Particules Funnel Smoke .dat
ivanov.ruslan
08-07-20, 03:19 AM
Or any version of TMTv2+ThomsensShipsv4.4for GWX3+Extra ships
CapZap1970
08-07-20, 12:37 PM
Thank you guys... will check that, although I don't know exactly what to look for. I think I will try to guess... :salute:
EDIT: Mmmm... Just checked the NBB_Nelson.dat just to start somewhere.... couldn't find anything related to the funnel smoke there.... :hmmm:
CapZap
EDIT: Mmmm... Just checked the NBB_Nelson.dat just to start somewhere.... couldn't find anything related to the funnel smoke there.... :hmmm:
Hi mate!
If i well remember, the id who refere to funnel's smoke is into .sim file, under obj_Funnel controller...
CapZap1970
08-07-20, 02:33 PM
Hi mate!
If i well remember, the id who refere to funnel's smoke is into .sim file, under obj_Funnel controller...
VD, thanks a lot for the tip.... could you please tell me which .sim file is it? the sim file of every ship?
BTW, glad to see you are still around, as some other Kaleuns from old times...
:Kaleun_Cheers:
Cheers to you VD!!!
CapZap
VD, thanks a lot for the tip.... could you please tell me which .sim file is it? the sim file of every ship?
BTW, glad to see you are still around, as some other Kaleuns from old times...
:Kaleun_Cheers:
Cheers to you VD!!!
CapZap
Thank you so much, prosit! :Kaleun_Cheers:
Yes, sim file in every ship!
in obj_funnel there's an ID that appear like:
https://i.ibb.co/pwdjL5g/funnel.jpg
0x91344d00c078d76d is a "smoke type". Not the only one.
Few others mod design a number of different smoke types...
CapZap1970
08-07-20, 10:15 PM
Thank you so much, prosit! :Kaleun_Cheers:
Yes, sim file in every ship!
in obj_funnel there's an ID that appear like:
https://i.ibb.co/pwdjL5g/funnel.jpg
0x91344d00c078d76d is a "smoke type". Not the only one.
Few others mod design a number of different smoke types...
One more question: what must I do if there is more than 1 type of smoke TGA? How do I add the second? Then I must copy that valuefrom the particles.dat file to the .sim file? Sorry to keep bothering you with this... :oops:
CapZap
Yep, the ID 0x91344d00c078d76d refere to #funnel_smoke in library\particles.dat. Here you can create a #funnel_smoke_2 (always backup before), tweak values and test in mission copying new ID into ship's sim file.
Best regards, :salute:
Vd
CapZap1970
08-08-20, 12:26 AM
Yep, the ID 0x91344d00c078d76d refere to #funnel_smoke in library\particles.dat. Here you can create a #funnel_smoke_2 (always backup before), tweak values and test in mission copying new ID into ship's sim file.
Best regards, :salute:
Vd
Thank you VD!!! :yeah:
With your help and Fifi's, I will be able to sort this out.
CapZap
CapZap1970
08-09-20, 01:15 AM
Thanks a lot for your kind help guys!!! Problem solved!!!!
:Kaleun_Cheers:
CapZap
You're welcome, mate!
Best regards,
Vd
CapZap1970
08-09-20, 02:15 AM
Or any version of TMTv2+ThomsensShipsv4.4for GWX3+Extra ships
Where can I find these 2 mods, if you please?
Who are the authors?
CapZap
ivanov.ruslan
08-09-20, 03:15 AM
H.sie,based on Makman94 and P Thomsen
https://www.mediafire.com/hsie
https://www.mediafire.com/folder/da50hb8kchto1/Makman94_Mods#tebymdflh93k3
ivanov.ruslan
08-09-20, 03:32 AM
In fact the authors are many, but they are noted in the readme files
CapZap1970
08-09-20, 12:35 PM
H.sie,based on Makman94 and P Thomsen
https://www.mediafire.com/hsie
https://www.mediafire.com/folder/da50hb8kchto1/Makman94_Mods#tebymdflh93k3
Thank you very much Ivanov.ruslan!!! :up:
CapZap
CaptBones
08-10-20, 11:54 AM
Just for reference to the "real world"...this is something that has always bothered me about the warships in these SIMs...too many smoke and too much smoke!
Warships tried strenuously (still do, I'd surmise) to avoid smoking from propulsion plants. A useful measure of propulsion plant efficiency was "economy haze" from the funnel(s). Smoke heavier than that indicates poor combustion; black is due to insufficient combustion air, white is due to excess fuel (they're not different expressions of the same problem). The presence of smoke from the funnel(s) would be quickly reported by the Bridge watch to the Main Engineering control station and rapid action would be taken to stop the smoke, or the Chief Engineer would get a call to visit the Captain in his cabin (I've been in each pair of those shoes). Steam plants would perform a boiler cleaning action in the darkness of the early morning hours..."blowing tubes"...to clean off any accumulated soot from the generating tube surfaces and economizer tubes.
As with many other things...that could all be thrown out when the situation called for it. Going into action...especially if unexpected...might require quickly lighting-off additional boilers (or diesel engines) or increasing the firing rate of all boilers on-line (or rpm of all diesels on-line), which could result in plenty of smoke. Smoke screens might also be required in action.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.