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-   -   [WIP] enhanced funnel smoke (https://www.subsim.com/radioroom/showthread.php?t=134024)

Sailor Steve 04-21-08 03:40 PM

Quote:

Originally Posted by Laffertytig
does this mod make the smoke visible on the horizon before the ships appear?

I've been able to see smoke before the ships for some time. Are you using 8km or 16km? If 8km, the the ships will always appear at about that distance, and you'll never see smoke first.

Rubini 04-21-08 04:06 PM

Hi AVH,

Take a look here:
http://www.subsim.com/radioroom/show...799#post844799

Perhaps we can make a merged mod on the matter?:up:

onelifecrisis 04-21-08 06:21 PM

Quote:

Originally Posted by Rubini
Hi AVH,

Take a look here:
http://www.subsim.com/radioroom/show...799#post844799

Perhaps we can make a merged mod on the matter?:up:

:rock: :rock: :rock: :rock: :rock: :rock: :rock:

Laffertytig 04-22-08 03:31 AM

ah right, the reason i ask is cos on another thread on page 2 there is a mod that messes with smoke stacks by makin them taller.

was just wonderin what the major differences where with the 2 mods thats all

Albrecht Von Hesse 04-22-08 10:24 AM

Quote:

Originally Posted by Rubini
Hi AVH,

Take a look here:
http://www.subsim.com/radioroom/show...799#post844799

Perhaps we can make a merged mod on the matter?:up:

Just took a peek at that. I think merging would be a wonderful idea! I'm trying to finalize the smokes, but having some pc and RL difficulties the last couple of weeks. --sighs-- I'll get in touch with you soon and see what we can do together though.

emaluzer 05-11-08 03:11 PM

not to rush
 
how is this mod progressing? Looking forward to it with keen anticipation!

TheDarkWraith 07-01-08 01:26 PM

Quote:

Originally Posted by Albrecht Von Hesse
Quote:

Originally Posted by bigboywooly
Very impressive
Now if only someone knows how to make the damn stuff go higher :x

BUT
Within the limitations at the moment i will defo be adding that smoke into my install
Those coal burners look the part alright

Actually higher shouldn't be hard: just decrease the particle weight and increase the velocity.

better way - you have to adjust the lifetime of the particle and adjust the overlife properties of all it's fields (weight, size, velocity, color, opacity, etc.). Then play with the speed and weight. Using the overlife for each field you can custom tailor the particle to do anything you can imagine. The first lifetime is for the life of the FPG or PG itself, not the individual particles lifetime. By increasing the velocity and reducing it's weight you'll get smoke that doesn't look realistic.
If you change the rate then you also have to change the max particles because max particles is a function of rate and individual particle lifetime. Failure to set maxparticles correctly will results in puffs or starts and stops of the FPG or PG. Rate is based on the lifetime of the FPG or PG as used in overlife for it.
Do you know what the rate means? It means PPS (particles per second). Lifetime is in seconds (for both FPG or PG lifetime and individual particle lifetime). Velocity is in engine units, Weight is in kg, size is in engine units.
Each field's overlife uses linear interpolation - (time keeps increasing, it can never go back!) Once time starts (particle lifetime) it keep accruing till it's value is 1 and during that individual particle's lifetime it forces linear interpolation on the field (size, weight, color, opacity, etc.) it's controlling for those times. Once 1 is reached (the individual particle's lifetime), overlife, as far as it's concerned, is done. Everything after the first 1 for time will be ignored.

msalama 07-03-08 06:24 AM

Oodles of great info there RB :up: But what the h*ll happened to Albrecht? The guy just vanished into thin air! He had some computer bother, etc. but that was ages ago so I'd think he'd have gotten those sorted by now :-?

Ah well. People do get bored with this stuff too, don't they? A pity b/c he had some great ideas...

Sag75 07-03-08 02:37 PM

Hi, this is a great mod!!:up: I didn't read all posts, so maybe my question has been already answered...

Is it possible to orientate the smoke in according to the wind direction??

thx,

TheDarkWraith 07-04-08 03:15 PM

Anvart,

They're not trying to re-invent the wheel, they're learning by experimenting. Just like you and I did when we were first learning how to do things we took on simple challenges and kept building on those simple ones. Eventually we were able to do what we can do now. They're just trying to broaden their horizons and I think it's great. Let 'em play :D Best thing we all can do is encourage others to experiment and try. You never know what can happen.

bert8for3 09-11-08 08:01 PM

I guess there was nothing further on this. Anyone know if there's a similar smoke mod out there?

makman94 12-12-08 02:38 PM

Quote:

Originally Posted by Mikhayl
Sorry for the necro :)

I have the wip mod that was uploaded on AvH's filefront page and I adapted many ships on my install to use these new smokes, but I only have 5 different smokes and I see in the thread that there were at least 7 (page 4) ?

Albrecht seems to have vanished, but I think some people were testing the mod, so I wonder if anyone still has his latest files ?

In the files I have there's:

#funnel_smoke_merchant_coal
#funnel_smoke_merchant_diesel
#funnel_smoke_light_warship
#funnel_smoke_heavy_warship
#funnel_smoke_warship_old

It's well enough but I wouldn't mind having the extra variants.

Thanks in advance :up:

hello mikhayl,

can you upload the files you have in order all of us to get them? (i can't find them anywhere )

take care

Sailor Steve 12-12-08 02:38 PM

Albrecht was talking to me directly at the time he was working on those, but the only thing I ever saw was a couple of videos showing how the work was progressing.

Sorry, but even though I was probably closer to this than anybody else, I have nothing at all. I wish he'd turn up again. He seemed like a great guy.

makman94 12-12-08 03:12 PM

mikhayl...:up:

Sailor Steve 12-12-08 03:16 PM

Quote:

Originally Posted by Mikhayl
I'd like to release the coal smoke part of the mod, both for NYGM and GWX but I could use some help to make sure I'm giving it only to the right ships

It's impossible to identify the fuel used by every single ship, but the best rule of thumb is that the merchants (and tankers) with very tall, very thin funnels were the coal-fired ones. But there were newer ships with funnels that were almost as tall and almost as thin, so I'll check as many of the records that I can for build dates.

I'll look through them all tonight and give you my recommendations tomorrow.


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