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#1 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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Erhm....is it downloadable yet? It looks great racerboy
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#2 |
Black Magic
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I'll give you all a downloadable VIIb version here shortly. It won't be speed dependant or anything. It will give constant smoke from each side which will cease when you submerge. I'm having trouble making the amount of smoke dependant on something. Privateer game me something to look at and while I was able to make 'smoke on the water' that WAS speed dependant it was just that - a texture placed on the surface of the water. I'm open for any ideas/suggestions.
I've also made a version with a ScalableParticleEffect and it does this: -Ever noticed that when you start up the torpedoes training mission the stationary merchant puffs some smoke then stops? Well I got my mod to do it also and if you go to the bridge and look at the aft of the ship you see smoke from both sides which then tapers down to nothing after a few seconds (great!). Problem is I can't get it to start back up (not so great). So I have to tie this ScalableParticleEffect to something but more importantly SOMEHOW. I looked into how the merchant and enemy ship's make their funnel smoke and that's where I got this idea. Take for instance the NDD_HuntI. This is from it's .sim file: 000000d0h: 0A 00 00 00 FF FF FF FF 1C 00 00 00 78 2A 27 74 ; ....ÿÿÿÿ....x*'t 000000e0h: 55 C0 E1 99 23 99 E7 60 5B 44 14 37 00 6F 62 6A ; UÀá™#™ç`[D.7.obj 000000f0h: 5F 46 75 6E 6E 65 6C 00 06 00 00 00 00 00 00 00 ; _Funnel......... 00000100h: 43 00 00 00 78 2A 27 74 55 C0 E1 99 00 00 00 00 ; C...x*'tUÀá™.... 00000110h: 00 00 00 00 2F 00 00 00 2B 00 00 00 6F 62 6A 5F ; ..../...+...obj_ 00000120h: 46 75 6E 6E 65 6C 00 0E 00 00 00 73 6D 6F 6B 65 ; Funnel.....smoke 00000130h: 00 6D D7 78 C0 00 4D 34 91 0A 00 00 00 73 68 61 ; .m×xÀ.M4‘....sha 00000140h: 66 74 00 00 00 00 ; ft.... basically it creates an instance of a new object with ID 782A277455C0E199. The parent ID is 99E7605B441437. Tag name is obj_Funnel. Now the next part of hex code defines the data (or properties) of the new object: total length of type 6 node is 00000043h total lenth of data (properties) for obj_Funnel is 0000002Fh it breaks down to this in a tree hierarchy form: obj_Funnel (size of 0000002Bh bytes) | ---- smoke 6DD778C0004D3491 <-- funnel_smoke ID from particles.dat | ----- shaft 00000000 The funnel_smoke ID uses a ScalableParticleEffect which, I'm assuming, has to be linked to something to make it work. The obj_Funnel uses smoke from the funnel_smoke ID and it appears to be controlled (volume of smoke) by shaft. Why shaft has 00000000h after it boggles me. Before anyone asks I already tried that in the sub and it doesn't work. I'll keep playing with this speed dependant idea. If anyone has any information or knows someone who does please contact me. ![]() ![]() |
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#3 |
Black Magic
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Before I release the VIIb dual exhaust constant smoke mod I need agreement on the following things:
![]() Does everyone agree that where the cursor is pointing to in this picture is the exhaust port for the right side of the VIIb (looking from rear of sub): ![]() Next, does everyone agree that the exhaust smoke exits the ports according to these photoshop'd pics I made: ![]() ![]() If not, what do you all think they should be? This will be for both sides. :hmm: |
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#4 |
Seasoned Skipper
![]() Join Date: Jun 2007
Location: Bremen/Germany
Posts: 749
Downloads: 71
Uploads: 1
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Hiho Racer,
the Exhaust is ok but i think they blowin more straigt down to the Waterline not such your picture shows in to the air . Could you do the same to the VII C and for all other Boates ? MFG AOTD|MadMax |
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#5 |
Black Magic
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Sure, I'll make it for the other boats. Soon as I finish the VIIb I'll work on more. It's been a great learning experience to say the least!
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#6 |
Sea Lord
![]() Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,965
Downloads: 277
Uploads: 51
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Thanks a lot Racerboy...
![]() In my opinion, I think it would be best that no matter where you decide to put the exhausts, the smoke should come out near the waterline IMHO. ![]() CapZap
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#7 |
Weps
![]() Join Date: Oct 2006
Location: Jacksonville, FL
Posts: 351
Downloads: 69
Uploads: 0
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Racerboy - looks good. Another touch of realism.
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