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-   -   Is there an exhaust mod? (https://www.subsim.com/radioroom/showthread.php?t=112123)

Hitman 05-25-07 07:01 AM

Privateers keelhauling was deeply considered before the action was taken. There were founded reasons for doing so, and obviously a very bad infraction of subsim's rules was the cause. I can ask Neal if he agrees to make public the reasons; there is no secrecy involved as far as subsim concerns, but since the keelhauled member can't any longer give his own version it is usually more polite not to give much publicity to a behaviour that was not acceptable.:hmm:

Dowly 05-25-07 07:06 AM

Yeh, I'd like to hear the reason. It must be something VERY VERY VERY bad, as isnt keelhauling the last option?

danlisa 05-25-07 07:27 AM

It's got to be more serious than bad language or personal attacks as those usually only warrant warnings. Unless he already had 2 warnings.:hmm:

I still maintain that Subsim has lost out in keelhauling Privateer as he is capable of fixing many issues that usually require code alterations.

However, the circumstances would have required the action taken. Still I would like to know as the posts that I recall from Privateer certainly didn't require an outright ban.

This is my opinion and separate to any affiliations.

Hitman 05-25-07 08:45 AM

Quote:

Still I would like to know as the posts that I recall from Privateer certainly didn't require an outright ban.
Certainly not the ones you know.

Janus est eo quem in veritas intimum esse

danlisa 05-25-07 08:54 AM

I am refering to the 'Richard Cranium' ones and all that followed but you maybe right, I might have missed some. Blasted time difference.:lol:

Cheapskate 05-25-07 09:13 AM

Quote:

Originally Posted by Hitman
Quote:

Still I would like to know as the posts that I recall from Privateer certainly didn't require an outright ban.
Certainly not the ones you know.

Janus est eo quem in veritas intimum esse

:o OOH The plot thickens....or is it sickens?

Were Privateer's sins committed on open forum?

Jimbuna 05-25-07 10:33 AM

Quote:

Originally Posted by Dowly
Yeh, I'd like to hear the reason. It must be something VERY VERY VERY bad, as isnt keelhauling the last option?

Same here :yep:

CaptainCox 05-25-07 12:14 PM

DAM!, so he is really banned. :( To me he was always super helpful and stuff. I read up on a lot of hes tut's on hexing, and man! did he know hexing..but why banned :o ? like someone said must have been pretty hard as he did not even go in the brig. AFAIK he was on a long business trip and could not really get involved and stuff...so this is really out of the blue!

Ubåtskapten 05-25-07 03:06 PM

This was sad news, and a loss of a talented person. :shifty:
I also wonder what he did to get banned, and will he get a second chance?:hmm:

Webster 05-25-07 03:08 PM

it is always a shame when a member gets banned for any reason.

XanderF 07-02-07 11:12 PM

So...had anyone been able to make contact with him before the banning?

Download any part of this mod?

IE., do we have anything to go on to keep working on this project? It seems REALLY impressive, it'd be a damn shame to lose all this work forever, and I don't know of anyone else having any luck in this area.

nikbear 07-03-07 12:10 AM

Quote:

Originally Posted by XanderF
So...had anyone been able to make contact with him before the banning?

Download any part of this mod?

IE., do we have anything to go on to keep working on this project? It seems REALLY impressive, it'd be a damn shame to lose all this work forever, and I don't know of anyone else having any luck in this area.

It would appear that this promising mod went with privateer:nope: such a shame cause as you rightly pointed out,it was really very impressive.Bugger:damn:

d@rk51d3 07-03-07 01:06 AM

Quote:

Originally Posted by jimbuna
Quote:

Originally Posted by Dowly
Yeh, I'd like to hear the reason. It must be something VERY VERY VERY bad, as isnt keelhauling the last option?

Same here :yep:


General description / reason for ban is given under his avatar.:cry:

ichso 07-03-07 06:55 AM

I just stumpled upon this mod and think it shouldn't be too hard to to bring it to life again. I compared privateer's beta upload of his smoked IXD2 version to the one in my data folder.
He edited the .sim file for this uboat type by inserting a relatively long section for the exhaust smoke into it. This section is quite readable.

It introduces a FastParticleGenerator object and sets many variables for it, like the emission area, density and lifetime of the particles. Viewed in a hexeditor it would be no problem to alter some of the values to improve the mod a bit. If necessary.

The most part of it should be to insert the whole section into the sim files for all the other uboat types. All in all this sounds as it wouldn't be not much work.

Much more might be to do if one is about to finetune the mod's settings. As I don't have sooo much spare time and my SH3 takes quite long to load at this machine.

But I will install the IXD2 beta version of this mod and if it runs properly I will insert the changes into the other type's sim files. I will then see what needs to be altered for the other boats. For the most part it should be a matter of WHERE the particles are created. The long type IXD2 has it's exhaust smoke at it's very end of it's hull so the particles should be created more to the front if used with a Type II for example.

Is anyone else still into modding this stuff ? Let me know so that no work is done twice at the same time :yep:

Mush Martin 07-03-07 07:18 AM

its still being worked on a bit at a time by Privateer
the current version is the dat currently being used
by Uber 2.4 the problems it still has are only that
it emits on a single side otherwise the exhaust
looks great for density hieght and endurance
regarding normal subs ,
M

Mush Martin 07-03-07 07:22 AM

Unrelated but when in stormy weather and trying to maintain
a high surface speed in the face of a Gale it helps quite a
bit to put up the schnorkel as you dont lose major knots
when under the big ones.
M

ReallyDedPoet 07-03-07 07:28 AM

Quote:

Originally Posted by Mush Martin
Unrelated but when in stormy weather and trying to maintain
a high surface speed in the face of a Gale it helps quite a
bit to put up the schnorkel as you dont lose major knots
when under the big ones.
M

Admiral, is there a limit to the speed with regards to the schnorkel.

RDP

Mush Martin 07-03-07 07:29 AM

its just a rough weather tip for intercepts on tough nights.

Im not following the question.
M

ReallyDedPoet 07-03-07 07:41 AM

Quote:

Originally Posted by Mush Martin
its just a rough weather tip for intercepts on tough nights.

Im not following the question.
M

Think I answered it. Sent you a PM.


RDP

ichso 07-03-07 08:35 AM

And of what is this mod currently ? The beta release looks really good but yet also unfinished. The smoke is absolutely independent from the set speed, heading and wind. Though the thing with the wind seems to be impossible to do in a mod.


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