I'll give you all a downloadable VIIb version here shortly. It won't be speed dependant or anything. It will give constant smoke from each side which will cease when you submerge. I'm having trouble making the amount of smoke dependant on something. Privateer game me something to look at and while I was able to make 'smoke on the water' that WAS speed dependant it was just that - a texture placed on the surface of the water. I'm open for any ideas/suggestions.
I've also made a version with a ScalableParticleEffect and it does this:
-Ever noticed that when you start up the torpedoes training mission the stationary merchant puffs some smoke then stops? Well I got my mod to do it also and if you go to the bridge and look at the aft of the ship you see smoke from both sides which then tapers down to nothing after a few seconds (great!). Problem is I can't get it to start back up (not so great). So I have to tie this ScalableParticleEffect to something but more importantly SOMEHOW.
I looked into how the merchant and enemy ship's make their funnel smoke and that's where I got this idea. Take for instance the NDD_HuntI. This is from it's .sim file:
000000d0h: 0A 00 00 00 FF FF FF FF 1C 00 00 00 78 2A 27 74 ; ....ÿÿÿÿ....x*'t
000000e0h: 55 C0 E1 99 23 99 E7 60 5B 44 14 37 00 6F 62 6A ; UÀá™#™ç`[D.7.obj
000000f0h: 5F 46 75 6E 6E 65 6C 00 06 00 00 00 00 00 00 00 ; _Funnel.........
00000100h: 43 00 00 00 78 2A 27 74 55 C0 E1 99 00 00 00 00 ; C...x*'tUÀá™....
00000110h: 00 00 00 00 2F 00 00 00 2B 00 00 00 6F 62 6A 5F ; ..../...+...obj_
00000120h: 46 75 6E 6E 65 6C 00 0E 00 00 00 73 6D 6F 6B 65 ; Funnel.....smoke
00000130h: 00 6D D7 78 C0 00 4D 34 91 0A 00 00 00 73 68 61 ; .m×xÀ.M4‘....sha
00000140h: 66 74 00 00 00 00 ; ft....
basically it creates an instance of a new object with ID 782A277455C0E199. The parent ID is 99E7605B441437. Tag name is obj_Funnel.
Now the next part of hex code defines the data (or properties) of the new object:
total length of type 6 node is 00000043h
total lenth of data (properties) for obj_Funnel is 0000002Fh
it breaks down to this in a tree hierarchy form:
obj_Funnel (size of 0000002Bh bytes)
|
---- smoke 6DD778C0004D3491 <-- funnel_smoke ID from particles.dat
|
----- shaft 00000000
The funnel_smoke ID uses a ScalableParticleEffect which, I'm assuming, has to be linked to something to make it work. The obj_Funnel uses smoke from the funnel_smoke ID and it appears to be controlled (volume of smoke) by shaft. Why shaft has 00000000h after it boggles me. Before anyone asks I already tried that in the sub and it doesn't work. I'll keep playing with this speed dependant idea. If anyone has any information or knows someone who does please contact me.