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Old 07-12-07, 12:56 AM   #1
TheDarkWraith
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Dual exhaust for subs

I've been toying with making a dual exhaust VIIb and have finally succeeded. I need some information on where they are located and how to locate them (how to calculate the values in hex) so I can make it correct. The sub has two diesels and thus should have two exhausts correct? Or did they combine the exhausts from both diesels on the VIIb to a common header? I will be able to do this for all subs and basically anything else for that matter. Here are some screenshots of it currently:









Once I learn how the hex values are calculated I'll post updated screenshots. I just used values from the props x,y, and z locations currently and took the XY degrees rotation from Privateer's 9d2 exhaust mod to make the right exhaust exit at 90 degrees.

How is the AI ships funnel smoke controlled? If they are at all stop they produce no smoke, if they are steaming then they produce smoke. How is this done or controlled? If someone knows the answer then I save myself digging through the hex files trying to figure this out.
Here's an even better question: How is the sub's wake controlled? The faster you go the more wake you have..is this a function of EOT or speed or ?? Where is it at in the hex files? Eventually I want the smoke being produced by my dual exhaust mod to be dependant upon something like the sub's wake does.
My next venture is to place smoke on the snorkel (diesel(s) have to exhaust somehow when submerged running on the snorkel!), won't be hard to do but I have to look into some things first........

Last edited by TheDarkWraith; 07-12-07 at 02:02 AM.
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Old 07-12-07, 06:52 AM   #2
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no idea on the acuracy of this but it looks cool! good work. also for the exaust to be controlled by the movement you could try to make it so the smoke isn't "shot" out of the exaust pipe but so it just stays where it came out so if you are at all stop it wont move and when you are going fast it leavs a long trail. dont know if this is helpful but there you go
keep up the good work
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Old 07-12-07, 06:54 AM   #3
ichso
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Good work.

If some of this stuff (like wake according to current speed etc) is compiled into some files it wouldn't be just a matter of hex editing things I'm afraid. Then you would need the sources and recompile them.

But I would rather believe that this stuff is not hard coded, as you can youse scripts for the particle generators etc.

Can't tell you where to find all this though, just wanted to appreciate your progess
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Old 07-12-07, 07:35 AM   #4
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How about a set of twin stacks to go, with flippers on the top ofcource!
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Old 07-12-07, 07:43 AM   #5
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Quote:
Originally Posted by Reece
How about a set of twin stacks to go, with flippers on the top ofcource!
Heck yeah. Need a six-point harness and break-away cockpit too.
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Old 07-12-07, 07:51 AM   #6
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:rotfl::rotfl::rotfl::rotfl:
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Old 07-12-07, 09:03 AM   #7
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How about a native american indian strapped to the rear of the conning tower with a blanket :hmm: That way they can double as a communications crewman
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Old 07-12-07, 09:12 AM   #8
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Quote:
How about a native american indian strapped to the rear of the conning tower with a blanket
As long as I get the peace pipe! Mmmmm ... this is good sh_t!
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Old 07-12-07, 09:21 AM   #9
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I really hope that you guys aren't making fun of this idea I came up with. I did it for several reasons:
  • to see if it could be done
  • to learn the file structure and more about the files and game
  • hopefully incorporate this with the random failures feature of SH3 Commander (you have an engine that's starting to go bad and thus smokes more)
  • possibly incorporate exhaust smoke to the snorkel from findings here
  • more visual eye-candy for those who want it
  • to see if I can make it 'part' of the sub and thus have the enemy AI spot it
If you don't like my idea then you don't have to use it. Constructive criticism is fine, deragatory comments and all are not acceptable.
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Old 07-12-07, 09:37 AM   #10
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Quote:
I really hope that you guys aren't making fun of this idea I came up with.
No not at all, I get carried away sometimes ..... Call it a weakness!
Your idea is good, I think a version with a little less smoke would suit my taste, or is this only with a malfunction?
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Old 07-12-07, 09:45 AM   #11
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I agree the smoke is excessive currently but it's just so I can see it during testing and all. After I get the locations worked out and the angles that the smoke should be exiting the sub correct I'll tone down the smoke emissions.
The real neat part is each engine's smoke can be set differently thus you could have a 'failure' of one engine at sea and it smokes more than the other via SH3 Commander.
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Old 07-12-07, 09:54 AM   #12
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Old 07-12-07, 10:35 AM   #13
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*spam*
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Old 07-12-07, 10:53 AM   #14
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Quote:
Originally Posted by Racerboy
I really hope that you guys aren't making fun of this idea I came up with.
These guys (myself included) will make fun of anything. It doesn't mean they don't like the idea, just that it's something new we can make fun of. You should see what they say about my...but that's another story.

I don't know if they had separate exhaust stacks or trunked it into one, but I think it would look more realistic if both were blowing the same way, rather than two different directions.
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Old 07-12-07, 11:15 AM   #15
ichso
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Quote:
Originally Posted by Sailor Steve
Quote:
Originally Posted by Racerboy
I really hope that you guys aren't making fun of this idea I came up with.
These guys (myself included) will make fun of anything. It doesn't mean they don't like the idea, just that it's something new we can make fun of. You should see what they say about my...but that's another story.

I don't know if they had separate exhaust stacks or trunked it into one, but I think it would look more realistic if both were blowing the same way, rather than two different directions.
I was being serious.
The alpha version of this mod looked really nice when it was used in action.

Just those few things need to be adjusted, like no smoke when standing still. Then it will be a really cool mod

Nothing funny about that, just being excited
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