View Full Version : Exhaust Smoke 1.2
Fangschuss
01-31-06, 08:47 AM
Update to version1.2
Now the "Docked Ships" no longer smoke :up:
hope you like it :yep:
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All tweaking settings for TT MiniTweaker are included in the "documentation" folder as "settings.jpg´s"
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Download :
http://rapidshare.de/files/12388360/Exhaust_Smoke1.2.rar.html
=========================
Screenshots are taken with activated "Glare effect" (shift+PageUp)
click pic´s to enlarge:
"DD at fast run"
http://www.fangarts.de/sh3/image1s.jpg (http://www.fangarts.de/sh3/image1.jpg)
"Docked Ship´s" at Scapa Flow
http://www.fangarts.de/sh3/image3s.jpg (http://www.fangarts.de/sh3/image3.jpg)
"Warship group" from Malta SP-Mission
http://www.fangarts.de/sh3/image4s.jpg (http://www.fangarts.de/sh3/image4.jpg)
Redwine
01-31-06, 08:53 AM
Many thanks for job !! :up: looks so good.
Best regards, Red.
Fangschuss
01-31-06, 08:56 AM
THX Redwine :up:
====================
@all
for best Eye candy results, please use the Ail particles mod found
at http://u-boot.realsimulation.com/
greetings Fangschuss
HanSolo78
01-31-06, 09:50 AM
Loooks really great!!! :) I´ve been looking for something like that for months. Is it only possible to use it with the mini twaeker? I ask because I have no experience with it. Or is it possible to replace a file like jsme does?
Crop-Duster
01-31-06, 10:31 AM
:-?
You guys know there's already a smoke mod thats been done-looks the same
http://www.subsim.com/subsim_files/images05/sh3img3042005142425460wu.jpg
http://www.subsim.com/subsim_files/patches05/ImprovedSmoke1_1.zip
85KB) By iambecomelife. Greater ripples and texture effects. Some low-end computers may experience unsatisfactory frame rates, especially in free camera mode while panning towards two or more burning vehicles
Fangschuss
01-31-06, 10:52 AM
Loooks really great!!! :) Is it only possible to use it with the mini twaeker? I ask because I have no experience with it. Or is it possible to replace a file like jsme does?
No Han
This Modifcation contains a tweaked "particles.dat".
The setting´s for the Minitweaker are included in the Docu-Folder for guy´s there using her own particles.dat
Or is it possible to replace a file like jsme does?
Yes buddy simply use the Mod Enabler :up:
You guys know there's already a smoke mod thats been done-looks the same
This it not a SMOKEMOD for Burning ships or Explosions or something !
I only tweaked the setting´s for the "Funnel smoke" inside the particles.dat !
hope thats make it more clearly
HanSolo78
01-31-06, 11:12 AM
Ahm.. ok.. i exchanged the particles.dat file.. and the smoke looks really nice.. but.. what about docking ships?
Shouldn´t they be without smoke?
http://img387.imageshack.us/img387/5/smokewrong6kp.jpg
rudewarrior
01-31-06, 11:34 AM
You guys know there's already a smoke mod thats been done-looks the same
This it not a SMOKEMOD for Burning ships or Explosions or something !
I only tweaked the setting´s for the "Funnel smoke" inside the particles.dat !
hope thats make it more clearly
The improved smoke mod mentioned here is a mod for all smoke effects, including but not limited to the typical "exhaust" smoke. :|\
Nice work though! Looks pretty!
The Avon Lady
01-31-06, 11:54 AM
Ahm.. ok.. i exchanged the particles.dat file.. and the smoke looks really nice.. but.. what about docking ships?
Shouldn´t they be without smoke?
http://img387.imageshack.us/img387/5/smokewrong6kp.jpg
A definite Kyoto violation! :yep:
HanSolo78
01-31-06, 12:01 PM
Ahm.. ok.. i exchanged the particles.dat file.. and the smoke looks really nice.. but.. what about docking ships?
Shouldn´t they be without smoke?
http://img387.imageshack.us/img387/5/smokewrong6kp.jpg
A definite Kyoto violation! :yep:
LooooL
Fangschuss
01-31-06, 12:03 PM
Ahm.. ok.. i exchanged the particles.dat file.. and the smoke looks really nice.. but.. what about docking ships?
Shouldn´t they be without smoke?
:hmm:
At this time i don´t use Habour Traffic Mod´s.... so i don´t now :oops:
HanSolo78
01-31-06, 12:14 PM
Ahm.. ok.. i exchanged the particles.dat file.. and the smoke looks really nice.. but.. what about docking ships?
Shouldn´t they be without smoke?
:hmm:
At this time i don´t use Habour Traffic Mod´s.... so i don´t now :oops:
Please try this.. it looks kind of weird if all ships blow out smoke like they would move fast ahead. Some smoke would be alright....
phatmatt
01-31-06, 05:10 PM
Added to my site :up:
I've tried it in Single Missons and it it looks very good.
Still at base tho in Career so I haven't seen the ships at the docks yet.
HEMISENT
01-31-06, 11:01 PM
Now if only someone could get the diesels on the U Boats to emit very mild exhaust smoke.
Fangschuss
02-02-06, 07:16 AM
Updated version online
please see first post for more details
Thanks :up:
greetings
Fangschuss
02-02-06, 07:28 AM
mmh :hmm:
I have black smoke !? Using the "AIL SMOKE MOD" here the link
http://www.ailantd.com/SHIIIMODS/
Redwine
02-02-06, 09:21 AM
May be i am wrong...but i think so it is normal the ships smokes on docks.
The boilers must to maintained at working pressure, not giving steam to the turbine to move proppeller, but to have electricity and conditioned air in cold weather.
Plus at war, i soupose they must to be "ready to scape" or near to this condition, if they become under attack, they must to be ready to move the ships.......
I am wrong ? :hmm:
Or they are completelly "cold boilers" at docks ?
HanSolo78
02-02-06, 09:26 AM
@ Redwine
That could be.. but unfortunately it costs some performance and the smoke is still too much, I think!
Only a slight improvement:
http://img505.imageshack.us/img505/8113/smoke117jc.jpg
There have to be some parameters which belong to the docked ships!
Fangschuss
02-02-06, 10:02 AM
I thing i have found my error with the "Docked Ships" , let me run a few test more ;)
Will be back soon :up:
GlobalExplorer
02-02-06, 10:22 AM
Hope you succeed as I wonna use this mod.
Fangschuss
02-02-06, 10:54 AM
Version 1.2 is up
Without Exhaust smoke for docked ships
see first post again :-j
Cheers
Redwine
02-02-06, 11:02 AM
Master !!! :up:
Woof1701
02-02-06, 12:04 PM
Great work!
Thanks
How about doing a combined Earshot 1.1/Depth Charge FX/Exhaust Smoke 1.2 Mod in combination with Iambecomelife's Enhanced Smoke Mod. Since they all use the same file, it may be a cool compilation, at least until they're finished with the oil slick mod :)
The Avon Lady
02-02-06, 12:14 PM
I'm looking through numerous pics on the web of destoryers and nothing comes near the amount of smoke in this mod. Examples:
http://www.hmsbarfleur.co.uk/Barfleur%20in%20the%20Med%201957.jpg
http://www.ibiblio.org/hyperwar/USN/ships/img/DE/DE-188_ONeill-Dubois.gif
See many more pics in this folder (http://www.ibiblio.org/hyperwar/USN/ships/img/DE/).
GlobalExplorer
02-02-06, 12:33 PM
I'm looking through numerous pics on the web of destoryers and nothing comes near the amount of smoke in this mod.
Doesn't this have to do with the type of propulsion, i.e. steam / oil turbine / electro ??
Fangschuss, first off, great work. :up:
I did run a single mission and saw the dark heavy smoke from a destroyed ship. Looked very nice. The approaching ships in the distance do show better at over 8,000 meters. But not too realistic. They wanted to hide just as much as the subs.
And the same with the fix for docked ships, your screenshot looks nice. I'll give the fix a try soon.
Second....Just starting a patrol form Lorient. The smoke coming from ships docked was darker but not all that bad to me. It just made them look like they were getting ready to get underway. The shipping leaving port for the open sea didn't show the dark heavy smoke all the time. It was only when the view was switched from inside the sub to the conn that it was dark and heavy. But after watching for a minute or two it changed to white smoke and not as dense at first seen. At least on my computer it kind of looked like the pictures AVL posted. I'm not using one of the newest high end graphics cards. Still have the GF 5600Ultra 256mb card installed.
What I do remember from movies and what my father told me (he was Radarman on a DE in the Pacific during WWII), Destroyers and DEs would blanket the sea with dark heavy smoke to protect the fleet they were sailing with when attacked, either by air or subs. This is something that would be nice in SHIII.
Redwine
02-02-06, 12:44 PM
I'm looking through numerous pics on the web of destoryers and nothing comes near the amount of smoke in this mod.
I read in some book, i dont remember well if from Kap. Johaness Spiess or Otto Krestchmer..... about the start of use of non smoking fuel or burning oil.
But for that i know, this was not abailable in high quantities enough for all ships on the war, and was never used into cargo ship due to costs.
Any way i remember pictures where Dds are launching enormus smoke stacks, not for coverage......
If have time i will take a look to my books.
Redwine
02-02-06, 01:36 PM
Was the Kap. Johaness Spiess, in his book "The submarine war....with no restrictions" Edition from Toba Editorial, printed in graphic works Lumen at 1956.
Page 18 :
- he tells, at 9 of may of 1915, they spot a convoy, but was detected a presence of a British airship (some kind of british Zepelling) and was enforced so dive, finally he surface the ship and attack a ship, was the norwewian vapor "San Telmo", attack was unsicessful and quickly they was attacked by a DD, and experienced the first attack with depth charges in their life, for he and his crew.
they submerged and scape, and sail all the night, at later day at afternoon he spoted smoke stacks from a convoy, and mast in cross corresponding to the escort DDs.
He tells they do not produce smoke because those DDs was using a non smoking fuel called "mazout".
Redwine
02-02-06, 04:21 PM
Finally i was able to test it, works fine for me !!
:up: :up:
Screenshots are taken with activated "Glare effect" (shift+PageUp)
What this option do ????? I dont see anything :(
Fangschuss
02-03-06, 01:04 AM
moin moin Kaleun´s
Great work!
Thanks
How about doing a combined Earshot 1.1/Depth Charge FX/Exhaust Smoke 1.2 Mod in combination with Iambecomelife's Enhanced Smoke Mod. Since they all use the same file, it may be a cool compilation, at least until they're finished with the oil slick mod :)
Thx Woof
Earshots & Exhaust uses different files, Earshots uses the Sh3.sdl and Exhaust the Particles.dat. Which goes on with Redwines great Depth Charge FX i will integrate it to the next version of Earshot´s :up:
Finally i was able to test it, works fine for me !!
Thank you again my friend ;)
I'm looking through numerous pics on the web of destoryers and nothing comes near the amount of smoke in this mod
No problem lady :up:
Ok this Mod may be not realistic, but i like it, it´s just some kind of eye candy for me :up:
What this option do ????? I dont see anything
hook the key´s some times more and you will see the effekt
Hi!
If there is a lot of smoke coming from a smokestack it means fuel is not being completely burned in the boilers. This can happen due to a poor fuel/air mix in the boilers, crew inefficiency, poorly maintained equipment, the use of low-quality (high sulphur) fuel oil, etc. Ships generally try to make efficient use of fuel since fuel=money, and they would rather use it to make a ship go than send it up the smokestack.
Military warships didn't like smoke because it gives your position away, and because all those greasy hydrocarbons coming out the smokestack will form a greasy film on the surface of the ship, on the optics of your fire control systems, etc. Ships are a huge investment, so governments tend to spend the money to obtain high quality fuel oil for them (see here (http://www.fas.org/man/dod-101/sys/ship/eng/steam.htm)). A ship laying a smokescreen will generate a lot of smoke by dumping a lot more fuel into the boilers, but that is a relatively rare occurence.
Merchantmen could produce a lot or a little smoke, depending on the quality of the crew, the age of the ship, and the quality of the fuel. You might even find a smoky coal-burning ship, although by World War II those ships were pretty much gone from the world's oceans.
Is there any way to have some ships produce more smoke, and others produce less smoke? For example, destroyers don't produce much, but coastal merchants smoke like factory chimneys....
Pablo
Redwine
02-03-06, 10:11 AM
moin moin Kaleun´s
Great work!
Thanks
How about doing a combined Earshot 1.1/Depth Charge FX/Exhaust Smoke 1.2 Mod in combination with Iambecomelife's Enhanced Smoke Mod. Since they all use the same file, it may be a cool compilation, at least until they're finished with the oil slick mod :)
Thx Woof
Earshots & Exhaust uses different files, Earshots uses the Sh3.sdl and Exhaust the Particles.dat. Which goes on with Redwines great Depth Charge FX i will integrate it to the next version of Earshot´s :up:
That sounds good !
Hey... Fangschuss, did you solved the "scufundare' problem..... ?
Can you hear the ship breaking sounds now ? Did you try the files ?
how is that problem status ?
Woof1701
02-03-06, 10:37 AM
Thx Woof
Earshots & Exhaust uses different files, Earshots uses the Sh3.sdl and Exhaust the Particles.dat. Which goes on with Redwines great Depth Charge FX i will integrate it to the next version of Earshot´s :up:
Sorry about that I got that confused. In any case a combination of Depth Charge FX, Smoke Exhaust and the Oil Slick Mod would be a fine thing too :)
Thanks for all the work!!
Fangschuss
02-03-06, 12:06 PM
That sounds good !
Hey... Fangschuss, did you solved the "scufundare' problem..... ?
Can you hear the ship breaking sounds now ? Did you try the files ?
how is that problem status ?
Yep Redwine i tested your files wich was very nice :up:
Some times i have the feeling i can hear the Sound inside the Sub some times not :damn: I believes i become paranoid :lol:
Redwine
02-03-06, 12:23 PM
Yep Redwine i tested your files wich was very nice :up:
Some times i have the feeling i can hear the Sound inside the Sub some times not :damn: I believes i become paranoid :lol:
problem solved then ? :up:
I note the same some times, it seems as if some other sounds override the scufundare .... the sound seems the scufundare sounds is reduced dramatically after some range, may the max range.
I will do it.... try you too in your settings, eliminate the scufundare_hyd.wav, return to the original scufundare_hyd.wav, let only the scufundare.wav.
May be it is overriding the non hyd one.
Let me to know your results.
:up:
Fangschuss
02-03-06, 12:28 PM
jep :up:
I will give it a try
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