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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: Shall the PE 2.1 be one big mod with all included or smaller mods? | |||
release the new PE in small mods now, f.ex. clouds, special effects etc. |
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86 | 23.56% |
release PE 2.1 as one big mod and let me wait for it! |
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279 | 76.44% |
Voters: 365. You may not vote on this poll |
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#421 | |
Watch Officer
![]() Join Date: Apr 2005
Location: Oulu, Finland
Posts: 339
Downloads: 156
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![]() Quote:
![]() Can that be fixed?
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#422 | |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
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[quote=ustahl]
Quote:
![]() Can that be fixed?[/quote I think it's actually correct ![]() |
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#423 | |
Watch Officer
![]() Join Date: Apr 2005
Location: Oulu, Finland
Posts: 339
Downloads: 156
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![]() Quote:
Trying to look closely at those background ships, it really seems the ship with the "wrong" smoke is traveling fast to the left (wind direction), thus leaving the smoke behind in the apparent slow(er) wind. ![]() Must fire up some big single mission battle (eg. Battle off Samar or similar) and check smoke behaviour some more. ![]()
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#424 | |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
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Hold on, let's think about that one again. The above would apply to smoke appearing to blow forward faster than a ship's movement, true. But it definately would not apply to two stacks of smoke in the sky in the same wind. I don't believe it's an explanation for this... ![]() The two smoke stacks are clrealy being blown in opposite directions. They are fairly close together, and I don't believe the engine allows for multiple wind directions at once. Is the ship on the left damaged? I see two sources of smoke from it. Is it possible we have "fire smoke" and "engine smoke" set conversely to each other?
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#425 |
Ace of the deep .
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I think it boils down to this . If you dont want to know which way a ship is heading as soon as you spot it then leave smoke as stock. If you want to have the smoke always travelling behind ship then alter the particles dat to have no wind influence .
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#426 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
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If the wind in the above picture is blowing from right to left, then it looks perfectly plausible to me. The two ships that are travelling perpendicular to the wind direction have smoke going in the same direction and at the same angle from the ships. The ship that is travelling in the same direction as the wind, if moving significantly faster than the wind speed, would have smoke behind it instead of in front.
Notice that the smoke from the two ships that are travelling perpendicular to the wind direction is at a steeper angle than the smoke coming from the third ship. This just reinforces the fact that the ship is moving faster than the wind and therefore the smoke appears to rise behind the ship, but at an angle that is less steep. |
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#427 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
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:hmm: Yes that looks kind of weird, didn't notice it when all my concentration was focused on the depthcharge effects.
I think it' because the ship with the opposite smoke column is traveling very fast though. You are very peceptive Ustahl ![]() Good news on the scene work, after alot of testing and performance tweaking the waves are now optimized so that the Philipines single mission with all the warships and action/special effects going on is at a constant 20 FPS with 2xAA 16AF+HQ and Multisampling to sharp on, allso I now have a constant of 12 FPS when foggy ![]() Last edited by kriller2; 04-22-08 at 08:21 AM. |
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#428 |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
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It's Day 3 of my vacations, and I'm already anxious to get back and into action! In the meanwhile, thank the Gods for Internet cafes! At least I'll be able to drop by whenever time permits and see how you guys are doing; and it goes without saying that the new improvements look even better!
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#429 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
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#430 | ||
XO
![]() Join Date: Nov 2006
Location: The Netherlands
Posts: 435
Downloads: 22
Uploads: 0
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Quote:
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If I wasn't a little mad, I'd go mad. |
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#431 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
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Sometimes it's better to see the effect in motion, you can allso see the depthcharge effects Nisgeis has made.
Last edited by kriller2; 04-22-08 at 09:19 AM. |
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#432 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
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Hm...to be honest, I never tried the SFX without the cargo.def. I'm inclined to think that you'll need it though, as the new cargo types listed in cargo.def are incorporated into the zones.cfg file. :hmm: ETA: Just watched the screenies and the video. Rolling seems mighty fine in the video, and I didn't discern any "sub on rails" effect in the pics. Also, if those are 15m/sec waves, then you've found just the sweet spot. Looks like you finally nailed it, my friend! ![]()
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#433 | |
Canadian Wolf
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for the mod ![]() RDP |
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#434 |
Samurai Navy
![]() Join Date: Mar 2005
Location: Fort Worth, Texas
Posts: 597
Downloads: 0
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Awesome stuff there. Would it be possible for the particles effects of the surface disk shockwave to be smaller/lower to the surface and more instantaneous (they seem to be a bit staggered right now, more like a "splash" animation)?
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#435 |
Weps
![]() Join Date: Jul 2006
Location: Panzer barracks, Germany
Posts: 363
Downloads: 82
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Looking awesome Kriller
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![]() The mother ship,Coolermaster HAF, I7 intel overclock 4ghz, , 6gb mem, 5870 crossfire, soundblaster Xfi titanium , Oh and 52 inch samsung 750 120hz. 7.1 onkyo 1200 wattss system ![]() |
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