Quote:
Originally Posted by HanSolo78
There is no real wind followed smoke in SH3. It is only fake wind where you can set a fixed direction. Years ago I made 6 different funnel smokes for SH3 and for WAC5.0 I reworked some things.
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Hans - thanks for your reply. I have tried quite a bit today. Managed to get the smoke to hang around a stationary ship in calm conditions and trail behind when it moves (local Wind???). Also to turn away from the ship and stream out as the ship moves and turns. But it's not consistent

I shall continue trying. Biggest problem is keeping track of what I've changed
Quote:
Originally Posted by mikey117us
Here is a quick answer for flags, cracked this one with a future MOD to be released. You or Anyone may use it freely with Credits. ( Mod is from a FOXER Towed Passive Anti-Homing Torpedo Decoy with Cable ) I needed the Decoy to "Turn" with the ship, so I created another Rudder Node naming to not confuse with actual rudders and the Decoy as its child node. Open the .sim file for the ship and the unit-ship Controller and expand it, under rudders add another Object and name it in this case for your Node the Flag is Attached too. Save it Test the Ship and watch the Flag Turn with the Ships Direction. Flags having unique animation always running cannot be affected by GlobalWind. P.S. The New Rudder Node to be Placed in the Ships .dat exactly where the #cfg_FLS ( or whichever flag your linking to ) goes. A 3D Model of the new rudder is not necessary.
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I shall give this a go - nice to have some objectives set

. Thank you

Shame flags can't droop in calm conditions but....
It's also strange to see funnel smoke going one way, flags another and shore/explosion smoke going yet another.
(Didn't have that problem when I burnt some papers yesterday - wherever I stood it got my eyes

)
Regards,
MLF