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#1 |
Planesman
![]() Join Date: Sep 2002
Location: Canada
Posts: 185
Downloads: 94
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SH4 looks great, and some of the modders have done a gret job of improving skins, wakes, and other visual affects. The one thing that I fell is missing is a bit of engine smoke. I know that smoke was kept to a minimum to minimize the visual signature, and I believe that later boats also vented exaust underwater to also help reduce this. All the same, I've seen photos that showed some smoke smudges coming from around the water line near the stern end of the deck superstructure.
From those that know, woul the addition of diesel smoke be accurate? If so, how complicated would it be to create a mod that had a bit of diesel smoke venting while running on the surface, particularly at higher speeds?
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#2 |
Canadian Wolf
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![]() ![]() privateer is working on this for SH3 I believe ![]() ![]() RDP |
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#3 |
Ensign
![]() Join Date: Apr 2007
Location: Poland
Posts: 231
Downloads: 44
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Like in Das Boot book - All ahead! -> smoke barrier
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#4 |
Stowaway
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For SH4, It could be done the EXACT same way.
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#5 |
Canadian Wolf
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Would be nice to see in the game, looking forward to seeing it in SH3 as well.
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#6 |
Stowaway
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Give me a sub you want this on first, I'll throw out a beta version.
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#7 |
Rear Admiral
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How about a Gato? Was pretty much the standard, most common used sub varient in the war.
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#8 |
Stowaway
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Will do.
I'll reload SH4 tonite and whip it out. It is a Beta as I have not had time to connect to helm control but it does vanish underwater. |
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#9 |
Rear Admiral
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I really wish i knew how you did that. You say its easy, but other then some manipulation of the particles.dat, i havent the foggiest idea.
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#10 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
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Had a small discussion about this with...can't remember now. I think you have to add a smoke funnel to the sub (like for a steamer), now how you do that I don't have a clue.
Found the thread, read a bit down. http://www.subsim.com/radioroom/show...t=Smoke+funnel |
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#11 |
Stowaway
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No, I don't touch the particles.dat
I include direct to the sub hull itself for the Betas. Once I get a bet deeper into this, part will go to the sim, and part will be elsewhere. Just ain't got quit there yet. I read the thread posted above. Nope, ain't very close to what I'm doing, but I follow what that is all about. In that thread, your missing a few things. |
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#12 | |
Canadian Wolf
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![]() Quote:
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#13 |
Planesman
![]() Join Date: Sep 2002
Location: Canada
Posts: 185
Downloads: 94
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Me too. Great modding community here!
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#14 | |
Captain
![]() Join Date: Jan 2002
Location: Sweden
Posts: 493
Downloads: 15
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![]() Quote:
![]() Good work BTW. ![]()
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And God said: \"Let there be Narrowband!\" |
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#15 | |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Moin,
@privateer: making yourself immortal with this mod. Congrats. Quote:
![]() But seriousely, privateer is no one who withholds any information. The issue lies with the beta status, I think. He´s willingly giving advice to anyone who asks. As for the disappearance of objects below the water line, each object has a trigger in the *.dat file that may be set to 1 (visible under water) or 0 (not visible under water). I didn´t check out the smoke, but it should be the same there. Best example is the loop antenna used by GWX. Dive to periscope depth slowly and switch to external view. When the bridge is flooded partly the antenna is visible above the water line. If you move the cam below the antenna disappears, moving the cam back to surface makes the antenna "re-"appear. Regards, DD
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