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Opposite smoke directions
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Can that be fixed? |
[quote=ustahl]
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Can that be fixed?[/quote I think it's actually correct:yep: The smoke in the game is actually moddeled to be influenced by wind speed and direction. If a ship is traveling slower than the wind speed, then the smoke will be influenced by the wind rather than ship speed and direction. It's probable that the two ships you observed in the background are traveling at different speeds, one of which is slower than wind speed. |
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Trying to look closely at those background ships, it really seems the ship with the "wrong" smoke is traveling fast to the left (wind direction), thus leaving the smoke behind in the apparent slow(er) wind.:yep: Must fire up some big single mission battle (eg. Battle off Samar or similar) and check smoke behaviour some more.:know: |
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Hold on, let's think about that one again. The above would apply to smoke appearing to blow forward faster than a ship's movement, true. But it definately would not apply to two stacks of smoke in the sky in the same wind. I don't believe it's an explanation for this... http://www.mayhemonstrings.com/Images/wind.jpg The two smoke stacks are clrealy being blown in opposite directions. They are fairly close together, and I don't believe the engine allows for multiple wind directions at once. Is the ship on the left damaged? I see two sources of smoke from it. Is it possible we have "fire smoke" and "engine smoke" set conversely to each other? |
I think it boils down to this . If you dont want to know which way a ship is heading as soon as you spot it then leave smoke as stock. If you want to have the smoke always travelling behind ship then alter the particles dat to have no wind influence .
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If the wind in the above picture is blowing from right to left, then it looks perfectly plausible to me. The two ships that are travelling perpendicular to the wind direction have smoke going in the same direction and at the same angle from the ships. The ship that is travelling in the same direction as the wind, if moving significantly faster than the wind speed, would have smoke behind it instead of in front.
Notice that the smoke from the two ships that are travelling perpendicular to the wind direction is at a steeper angle than the smoke coming from the third ship. This just reinforces the fact that the ship is moving faster than the wind and therefore the smoke appears to rise behind the ship, but at an angle that is less steep. |
:hmm: Yes that looks kind of weird, didn't notice it when all my concentration was focused on the depthcharge effects.
I think it' because the ship with the opposite smoke column is traveling very fast though. You are very peceptive Ustahl :up: Good news on the scene work, after alot of testing and performance tweaking the waves are now optimized so that the Philipines single mission with all the warships and action/special effects going on is at a constant 20 FPS with 2xAA 16AF+HQ and Multisampling to sharp on, allso I now have a constant of 12 FPS when foggy :know: . I am allso trying to get rid of the sub on rails, by making the sea so that there is a coloumn of waves going toward the submaine at windspeed 10 and above, this means that you can sail in the middle of two coloums of waves and the waves can travel from the left to the right and make the submarine roll on the waves. |
It's Day 3 of my vacations, and I'm already anxious to get back and into action! In the meanwhile, thank the Gods for Internet cafes! At least I'll be able to drop by whenever time permits and see how you guys are doing; and it goes without saying that the new improvements look even better! :up:
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Welcome back Dr. Beast :D Your latest files work awesome performance wise ;), but do I still have to install the cargo.def file?
Here is some screenshots of what I am trying to do with the waves in storm, look how the waves are rolling from right to left making the sub roll as RL. http://img87.imageshack.us/img87/605...oll1vp1.th.jpg http://img87.imageshack.us/img87/523...oll2oe1.th.jpg http://img87.imageshack.us/img87/524...oll3vi8.th.jpg |
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Video of the roll effect
Sometimes it's better to see the effect in motion, you can allso see the depthcharge effects Nisgeis has made.
Youtube Video of ocean and sub movement in heavy wind |
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Hm...to be honest, I never tried the SFX without the cargo.def. I'm inclined to think that you'll need it though, as the new cargo types listed in cargo.def are incorporated into the zones.cfg file. :hmm: ETA: Just watched the screenies and the video. Rolling seems mighty fine in the video, and I didn't discern any "sub on rails" effect in the pics. Also, if those are 15m/sec waves, then you've found just the sweet spot. Looks like you finally nailed it, my friend! :up: |
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for the mod :yep: RDP |
Awesome stuff there. Would it be possible for the particles effects of the surface disk shockwave to be smaller/lower to the surface and more instantaneous (they seem to be a bit staggered right now, more like a "splash" animation)?
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Looking awesome Kriller:up::up:
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