SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 05-09-07, 09:12 PM   #1
DS
Planesman
 
Join Date: Sep 2002
Location: Canada
Posts: 185
Downloads: 94
Uploads: 0
Default [REQ] Diesel Smoke when on surface?

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?
__________________
DS is offline   Reply With Quote
Old 05-09-07, 09:21 PM   #2
ReallyDedPoet
Canadian Wolf
 
ReallyDedPoet's Avatar
 
Join Date: Jul 2006
Location: Canada. The one and only, East Coast
Posts: 10,888
Downloads: 946
Uploads: 5


Default



privateer is working on this for SH3 I believe , however I don't think he is doing anything for SH4. Does not mean someone else can't give it a go. Some folks here have discussed this. Would be nice to see

RDP
__________________

Back in the Day



ReallyDedPoet is offline   Reply With Quote
Old 05-10-07, 02:44 AM   #3
t0maz
Ensign
 
Join Date: Apr 2007
Location: Poland
Posts: 231
Downloads: 44
Uploads: 0
Default

Like in Das Boot book - All ahead! -> smoke barrier
t0maz is offline   Reply With Quote
Old 05-10-07, 08:11 PM   #4
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

For SH4, It could be done the EXACT same way.
  Reply With Quote
Old 05-11-07, 07:05 AM   #5
ReallyDedPoet
Canadian Wolf
 
ReallyDedPoet's Avatar
 
Join Date: Jul 2006
Location: Canada. The one and only, East Coast
Posts: 10,888
Downloads: 946
Uploads: 5


Default

Would be nice to see in the game, looking forward to seeing it in SH3 as well.

RDP
__________________

Back in the Day



ReallyDedPoet is offline   Reply With Quote
Old 05-11-07, 10:43 PM   #6
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Give me a sub you want this on first, I'll throw out a beta version.
  Reply With Quote
Old 05-11-07, 10:47 PM   #7
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

How about a Gato? Was pretty much the standard, most common used sub varient in the war.
Ducimus is offline   Reply With Quote
Old 05-11-07, 10:52 PM   #8
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

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.
  Reply With Quote
Old 05-11-07, 10:54 PM   #9
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

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.
Ducimus is offline   Reply With Quote
Old 05-11-07, 11:28 PM   #10
CaptainCox
Sea Lord
 
Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
Default

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
__________________
CaptainCox is offline   Reply With Quote
Old 05-11-07, 11:33 PM   #11
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

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.
  Reply With Quote
Old 05-12-07, 07:05 AM   #12
ReallyDedPoet
Canadian Wolf
 
ReallyDedPoet's Avatar
 
Join Date: Jul 2006
Location: Canada. The one and only, East Coast
Posts: 10,888
Downloads: 946
Uploads: 5


Default

Quote:
Originally Posted by privateer
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.
Sounds good, look forward to it

RDP
__________________

Back in the Day



ReallyDedPoet is offline   Reply With Quote
Old 05-17-07, 04:09 AM   #13
DS
Planesman
 
Join Date: Sep 2002
Location: Canada
Posts: 185
Downloads: 94
Uploads: 0
Default

Me too. Great modding community here!
__________________
DS is offline   Reply With Quote
Old 05-17-07, 04:33 AM   #14
daft
Captain
 
Join Date: Jan 2002
Location: Sweden
Posts: 493
Downloads: 15
Uploads: 0
Default

Quote:
Originally Posted by privateer
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.
I'm sort of out of the loop on how things work in the mod community, but is it a no-no for you to reveal how you do it so others might have a go at it? If I accidentally broke some unwritten modders law by even asking, I promise to spank myself silly with a leather belt at the earliest opportunity.

Good work BTW.
__________________
And God said: \"Let there be Narrowband!\"
daft is offline   Reply With Quote
Old 05-17-07, 05:16 AM   #15
DivingDuck
Grey Wolf
 
Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
Default

Moin,

@privateer:
making yourself immortal with this mod. Congrats.

Quote:
Originally Posted by daft
I'm sort of out of the loop on how things work in the mod community, but is it a no-no for you to reveal how you do it so others might have a go at it? If I accidentally broke some unwritten modders law by even asking, I promise to spank myself silly with a leather belt at the earliest opportunity.

Good work BTW.
I take over the spanking part.
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
DivingDuck is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 01:18 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.