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Old 03-02-13, 05:29 AM   #61
Olzeen
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sober, you already have an idea, as you can see the smoke without stops?
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Old 03-02-13, 08:48 AM   #62
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Quote:
Originally Posted by gap View Post
A couple of good question:

is the smoke of this mod spotted by our watchcrew? And would it make visual detection of the single units concealed inside it, harder for the AI?
As far as I can see, no, the watch crew does not see this smoke screen at all.

Sober, unless you've done an update the smoke screen doesn't stop in my SH5. But like FiFi says, the fire effect does look a bit strange. Strange to me seeing it envelopes the complete ship all at once, instead of enveloping it gradually. One torpedo hit to the rear and the fore section is on fire at the same moment. I'd think that would happen only if a hit was in the center and the whole ship blew apart in one big explosion.
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Old 03-02-13, 06:10 PM   #63
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I've installed old style explosions (DE compatible by Volodya with new baza) but something in it makes my torpedo splash completely desappear

I don't understand because torpedo splash doesn't overwrite anything!
And old style explosions only overwrite DE, but with Volodya new baza, it's not a problem anymore...

What can i do to make old style not changing torpedo splash?
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Old 03-02-13, 11:05 PM   #64
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In fact, torpedo splash effect is ONLY VISIBLE around 600/700m away from target!
One hour of tests to figure it out

So not far away, old style explosions is working correctly with torpedo splash...

But...now is there a way to make visible torpedo splash further away?
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Old 03-04-13, 04:44 PM   #65
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In my different tests with or without some mods, i noticed the huge water spray after a torpedo hit is existing without FX Update mod and without torpedo splash mod...and visible at any distance!

So i guess it's FX Update wich makes that spray not visible anymore
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Old 03-04-13, 05:44 PM   #66
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I love the look of this mod, is there any way it can be made for SH3 ??
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Old 03-24-13, 09:32 AM   #67
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sober , volodya61 , stoianm , gap , privateer - Thanks guys, great job, the smoke is just gorgeous I'm in the wild delight !
Thanks again
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Old 05-26-13, 06:07 PM   #68
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I have just finished the first test with my version of sober's smoke screen. It works!

I will post soon screenies and details on what I have done, and what are the advantages of my tweaks
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Old 05-26-13, 06:11 PM   #69
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Quote:
Originally Posted by gap View Post
I have just finished the first test with my version of sober's smoke screen. It works!

I will post soon screenies and details on what I have done, and what are the advantages of my tweaks
You finally decided to engage in this
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Old 05-26-13, 06:13 PM   #70
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Quote:
Originally Posted by volodya61 View Post
You finally decided to engage in this
Yep, at this stage is more a proof of concept than a mod, but after giving it the last touch-ups I will be able to post a first test version of it
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Old 05-26-13, 06:27 PM   #71
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This smoke screen mod is one of the best around for immersion
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Old 05-26-13, 08:29 PM   #72
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Quote:
Originally Posted by gap View Post
Yep, at this stage is more a proof of concept than a mod, but after giving it the last touch-ups I will be able to post a first test version of it
I'd be happy to test it once you've put the finishing touches on it.
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Old 05-26-13, 09:06 PM   #73
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before...


...after

Do you notice anything? Yes, the destroyer is unharmed, but shee is putting up a smoke screen anyway, and the smoke is coming out from her funnels

What I have done:
  • created a dummy gun, firing dummy shells (took the idea from TDW and sergbuto );
  • added two new armament bones on top of the chimneys of the ship used for this test;
  • assigned the dummy gun to the two new gun linking bones through eqp file;
  • copied the smoke fx used by sober for its smoke screen and pasted it in a new dat file;
  • touched up a bit its particle generators (still far by perfect);
  • assigned the new smoke particles as muzzle flash effect of the dummy gun. That simple

Advantages of this method:
  • we don't need to give up any existing effect for getting smoke screen in game;
  • we can create as many different smoke screen types as we want, and assign them to our ships as we do with sensors and armaments;
  • we can decide which ships will lay smoke screens and which not;
  • we can set where on the ships the smoke will pour out (funnels, stacks on the deck, etc.);
  • ships don't need to be on fire for laying smoke screens: as long as they can fire their dummy guns against any enemy targets, they will start "smoking". When their enemies will disappear, they will stop emanating the smoke with a configurable delay;
  • ship's usage of smoke screen can be configured to some extent, by playing around with gun controller parameters
    (by now, I and Volodya have become quite familiar with them ).
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Old 05-26-13, 09:27 PM   #74
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Quote:
Originally Posted by 7thSeal View Post
I'd be happy to test it once you've put the finishing touches on it.
Sure, here's the mod I used for my tests:

http://www.mediafire.com/?y7e7zproe2zrsa2

It comes with a single mission. There is a B-class destroyer at bearing 45deg. She won't start laying smoke until she spots you. She should stop doing it as soon as you get outside the reach of her invisible gun (either dive or move away). For ease of testing, I have removed any other armament from this unit. ATM only B-class destroyers are configured to use the smoke.

Beware: there is a second destroyer, docked, at bearing 315. For some reason she doesn't emiti smoke.

Let me know.
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Old 05-27-13, 12:15 AM   #75
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Wow gap , my mod was just an interim mod until someone came up with something better .
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