Okay, I have created a quick mod which
should obviate the problem. Get it from the link below:
https://www.mediafire.com/?vth5rdi57b8xde5
What I have done:
- added a GlobalWind controller as child of the BAZA_FX_Fum_explozie node in Baza_FX.dat. I am not really sure that it is needed, but I have seen that funnel smoke and other particle effects affected by wind have one;
- reduced by a factor 10 both wind coefficients (local and global) for all the bitmap particles composing BAZA_FX_Fum_explozie's particle generator.
Expected results:
Ideally, horizontal smoke trails like the one seen in your screenie at post #1 should still be possible when there is wind and/or when the damaged ship is moving at high speed; on the contrary, no wind and stationary targets should result in long smoke spirals raising almost vertically to the sky. In practice, some finetuning migh be required until we find the desired effect, but using the present mod you should be anyway able to spot some differences over the stock effect.
For testing:
For quick testing, I have added 3 test missions where a big steamer moving from W to E is closing to your position. Her course should make her an ideal target for a 90 deg shot when she will be at a range of ca. 5 km. In test missions #1 and #2 the steamer is moving at speed of 10 and 5 knots respectively. In the last mission, the same ship is anchored dead ahead of your boat.
In all three missions wind speed is 0 m/s. I suggest you playing with different wind speeds and directions during your tests. Changing them in New UI's is quite easy, if you have the English version of Windows. Otherwise, you can look for the 'WindHeading' and 'WindSpeed' lines in misge files (you can open them in Notepad), and change their settings to whatever you want.
Let me know if it works