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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
thefretmaster
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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
Reece
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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
Kpt. Lehmann
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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
Reece
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:rotfl::rotfl::rotfl::rotfl:
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Old 07-12-07, 09:03 AM   #7
Jimbuna
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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 07-14-07, 05:36 AM   #8
Werewolf
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Erhm....is it downloadable yet? It looks great racerboy
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Old 07-15-07, 08:54 AM   #9
TheDarkWraith
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The people I need to thank and credit for helping me with this are:

MushMartin - for getting me in contact with Privateer
DivingDuck - for helping me understand items about the file structure
Privateer - for his original idea of the sub exhaust in his 9d2 mod. That was my head start into this. He also gave me something to look at in the .val file which, although, didn't work led to my discovery and understanding of how the wakes were generated. If not for him pointing me to this location I probably wouldn't have made this happen at all.
Am I forgetting anyone else?
Oh yes, I'm forgetting one person, myself! If not for the determination and will to make this work it probably wouldn't have happened.
And whoever else I'm forgetting, thank you! I'm so tired right now but so excited also. Haven't slept yet!
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Old 07-15-07, 09:14 AM   #10
danlisa
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Quote:
Originally Posted by Racerboy
The people I need to thank and credit for helping me with this are:

MushMartin - for getting me in contact with Privateer
DivingDuck - for helping me understand items about the file structure
Privateer - for his original idea of the sub exhaust in his 9d2 mod. That was my head start into this. He also gave me something to look at in the .val file which, although, didn't work led to my discovery and understanding of how the wakes were generated. If not for him pointing me to this location I probably wouldn't have made this happen at all.
Am I forgetting anyone else?
Oh yes, I'm forgetting one person, myself! If not for the determination and will to make this work it probably wouldn't have happened.
And whoever else I'm forgetting, thank you! I'm so tired right now but so excited also. Haven't slept yet!
Thank You!

Post deleted and you have a PM.

Cool Work.
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Old 07-15-07, 09:19 AM   #11
AOTD_MadMax
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Hi Racerboy,

nice work but i think the smoke is to much when the Boat is full running.
An other thing is the link with the speed.
Is it possible to link it with the Engine-sound ?
You know the Sound of the Engine is linked to the telegraph, i beleave there must be a way to link the funnelsmoke to that.

MFG

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Old 07-15-07, 09:31 AM   #12
TheDarkWraith
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Quote:
Originally Posted by AOTD_MadMax
Hi Racerboy,

nice work but i think the smoke is to much when the Boat is full running.
An other thing is the link with the speed.
Is it possible to link it with the Engine-sound ?
You know the Sound of the Engine is linked to the telegraph, i beleave there must be a way to link the funnelsmoke to that.

MFG

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I agree that the smoke is a little too much when the boat is full running. I have to make smaller smoke textures for them and then learn how to pack in some new smoke textures in the files in order to correct it. Someone willing to teach me how to do this?

I don't see any possible way of linking it to the engine sound. You have to have something control another thing. The only way to do that is to link 'controller' objects to the parent object (in this case) - but that parent object has to be available to be linked to. It's complicated to say the least!
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Old 07-15-07, 09:47 AM   #13
AOTD_MadMax
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Hmm i got an other Idea :

In Reallife an Dieselengine only smokes when you accelerate him, when you inject him more Oil then he can take air.
But when he reaches his right turns he didnt smoke.

So is it possible to let the boat smoke only by accelerating until reaching the maximum Speed of the telegraph position ?
Its hard for me to explain this in English.

Example :
You push the telegraph from stop to full ahead so the Boat smokes until you reach the maximum speed.

You push the telegraph from stop to half ahead so the Boat smokes until you reach half speed.

Is this possible to make ?

It must be an Inverse of smokedensity to your latest Version.

MFG

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Old 07-15-07, 08:58 AM   #14
sh3rules
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I think the smoke looks awesome. But if you see the guys running with the olympic torch, you'll see that it takes very little for the smoke to go completely straight back. I could imagine that you could have smoke go out in separate directions like that if the engine is running but the sub is not moving (as in trying to push a wall), but otherwise I think the smoke would just go a little up, and then straight back (I mean from a satellite perspective, from the side it would just go like every other smoke column). It's a shame because you can only see that it's a double exhaust if you're really close to it (but we know it's a double exhaust heh). I really like this smoke mod, so please take this more as an observation than criticism.
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Old 07-15-07, 09:02 AM   #15
TheDarkWraith
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Quote:
Originally Posted by sh3rules
I think the smoke looks awesome. But if you see the guys running with the olympic torch, you'll see that it takes very little for the smoke to go completely straight back. I could imagine that you could have smoke go out in separate directions like that if the engine is running but the sub is not moving (as in trying to push a wall), but otherwise I think the smoke would just go a little up, and then straight back (I mean from a satellite perspective, from the side it would just go like every other smoke column). It's a shame because you can only see that it's a double exhaust if you're really close to it (but we know it's a double exhaust heh). I really like this smoke mod, so please take this more as an observation than criticism.
I'm not quite sure I understand what you're trying to say. Is this in regards to the speed controlled single exhaust smoke or the dual exhaust smoke?
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