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-   -   * Released * Racerboy's VIIb speed controlled dual exhaust with ADM v2.0 (https://www.subsim.com/radioroom/showthread.php?t=119131)

skwasjer 08-02-07 06:00 PM

Indeed, there are still may issues, hence the alpha stage :) It's not entirely what
you want though. Some things you mentioned I won't add, not soon anyway. The idea of a transaction log is kinda cool, but that is going to be very hard the way I set things up... So, not soon, but who knows...

As far as the file structure, documentation will come out too. DivingDuck offered to help out and write the documentation, but I have no ETA on this.

PS: Reverse engineering is no issue for a public tool, for which I receive no money. That said, it's still common courtesy to ask an author if you can use 'his work'. Since we disassemble the game, why not my tool too... ;) (source code will be released at some point though)

TheDarkWraith 08-05-07 12:59 AM

v2.04 released for GWX 1.03
 
I finally got the ADMs to where I wanted them! :rock:

If you look at the ADM section in the tweak files included and it makes your head spin it's not my fault...:doh:

Should be last version for now unless I make a new discovery.......

Here's v2.04 for GWX. From the readme file:

This mod will enable a smoke exhaust for the left and right exhaust ports on the VIIb. Each exhaust is totally independant of the other. Each exhaust port's smoke is a function of speed. At 0 knots you will just barely see exhaust smoke coming from the exhaust ports. At Ahead Flank (top speed) you will see the maximum amount of smoke. In between those speeds the smoke output in linear in regards to speed. Note that if you are travelling at Ahead Flank and order an All Stop bell the exhaust smoke will still continue and diminish in output as the sub's speed decreases ultimately coming to a very small output at 0 knots.
I have made each exhaust independant of each other to open the possibility of engine failures, engine wear, sabotage, etc. to be implemented by SH3 Commander or a stand alone program of my design. This can be made possible in SH3 Commander by using different TGAs for the smoke for given dates. The TGAs could become darker and/or change color as the date increases thus modeling engine wear and tear with use. You could also model increased smoke output and/or darker color smoke in one engine vice the other by using the same method mentioned. Age of the diesels (and thus wear) or sabotage of one/both engines could be modeled also by darker smoke coming from one or both engines. There are many possibilities here!
The exhaust smoke is influenced by the wind and thus you will see the exhaust follow the wind. The exhaust smoke is also influenced by the wind your sub causes and the interaction of your sub with the present wind. This is achieved by local and global Air Disturbance Models (ADM). These ADMs are VERY complicated and the best thing to do to try and understand them is read the tweak files and experiment!
The exhaust smoke will cease if the exhaust port is covered by water. It will resume once the exhaust port isn't blocked anymore. This also means that the exhaust smoke will cease when you submerge and will restart when you surface. Note that once your sub has surfaced it may 'teeter-totter' until it settles on the surface and thus you may see the exhaust smoke start and stop and restart several times. This can also occur in high seas.
Comments/suggestions/criticism (all forms) are greatly appreciated and welcomed!

This is version 2.04 of this mod and it includes:
- NSS_Uboat7b.dat
- NSS_Uboat7b.val
- folder called 'Smoke_TGAs_2_04' containing the TGAs used for the smoke
- folder called 'Tweak_Files_2_04' containing the tweak files for this mod (both the val and dat). (see comments in tweak files for explanations and info on exhaust smokes and ADMs)
- folder called 'Designed Values 2_04' containing a text file with the designed values for the dat and val files (in case you tweak yourself into a mess......which you will!!) so you can use the Mini-Tweaker tool to reset them back to as designed values or for reference purposes

Revision History:
1.00a Initial release to BETA testers. Found 'ghosting' and graphical bugs when near other ships/subs.
2.00 complete redo of design. Took care of previous bugs. Initial release.
2.01 Never released - found bug with ADM
2.02 Never released - Fixed ADM bug. Found other bug where wind didn't affect smoke
2.03 Fixed wind bug. Added 3 smoke TGA's per exhaust port named:
- Left exhaust port:
- 7b_Exhaust_L1.tga
- 7b_Exhaust_L2.tga
- 7b_Exhaust_L3.tga
- Right exhaust port:
- 7b_Exhaust_R1.tga
- 7b_Exhaust_R2.tga
- 7b_Exhaust_R3.tga
2.04 Revamped ADMs. Physics of wind and sub interaction in the wind and how they affect the exhaust smokes enhanced considerably
All smoke TGAs are exactly the same now (still overrideable)
Tweak files
Text file with 'as designed' values
Bow wakes corrected
Longer stern wake (use tweak file to suit to taste)

The smoke TGAs are overridable by copying your own versions to \data\Textures\TNormal\Tex. The image size should be 32 pixels x 32 pixels for best results. These TGAs are packed into the NSS_Uboat7b.dat file.

Upcoming ideas/development for this mod:
- Ability to tie to battery recharging mode to give full smoke output when recharging batteries
- adding smoke to snorkel
- Ability to tie to engine damaged thus removing smoke output when engine not available
- Ability to tie to engine damaged thus increasing smoke output when engine damaged
- Ability to tie to 'power' of the engines and thus increase smoke output when 'power' increases

The mod is based on GWX 1.03 NSS_Uboat7b files and has only been tested using GWX.
This mod is fully JSGME compliant. Delete previous versions of this mod, unzip, and copy new folder version to mods folder, enable, and enjoy!
I would like to thank my BETA testers for the initial testing of this mod and the feedback they gave. I would also like to thank the following people for their help/assistance in making this mod a reality:
- MushMartin
- Privateer
- DivingDuck
- Rubini
- A6Intruder
- and anyone else who I may have forgotten. It's not intentional! (please let me know if I missed your name so I may include your name!)

I would like to give credit to the following people for their work on GWX and the files I have based this mod on:
- Kpt. Lehmann and the GWX team for making GWX possible and for giving me permission to use their files
- Fubar for the UBoat textures included in the files used
- Ref for the 3D model corrections contained in the files used

Copyright notice:
This mod (Racerboy's VIIb speed controlled dual exhaust with ADM) and all versions thereof and all corresponding files of said mod are freeware. The files, or parts thereof, may NOT be used in commercial products in any way and may NOT be included, in part or in whole, in commercial products without prior written permission by the author.

I have also implemented a means of detecting unauthorized copying of this mod in the files themselves. If you would like to use this mod in conjunction with other mods or inlcude it in a mod you already have just ask me for permission and give credit where credit is due if permission is granted.

Racerboy

http://dodownload.filefront.com/8236...9bad71f9c07173

Questions/comments/concerns/etc. please post to here. Enjoy! :|\\

TheDarkWraith 08-05-07 04:35 PM

I have found typos in my readme files and am updating all currently along with the links to the downloads with the correct readme files included. The main typo was that the TGA filenames were incorrectly named. They should've read 7x_Exhaust_L(R)x instead of 7x_Exh_L(R). They are correct in the files just not correct in the text file included. Once I have uploaded for all I will post again with link to revised txt file for each. I have corrected each versions original post to reflect the correct filenames.

TheDarkWraith 08-05-07 05:11 PM

Typos corrected in original post and download link changed to reflect the correct 7z file with updated readme file. If you downloaded this mod prior to this you'll need the updated readme file:

http://dodownload.filefront.com/8236...9bad71f9c07173

Sorry about that! :doh:

TheDarkWraith 09-16-07 01:26 AM

new version available that places the code for the mod in the .val file so the user can change skins and not impact the mod. Available here:

http://www.subsim.com/radioroom/show...84&postcount=1


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