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 04-24-07, 09:28 PM   #1
Scoochy
Sparky
 
Join Date: May 2005
Location: San diego Ca.
Posts: 150
Downloads: 30
Uploads: 0
Default

Concur about the funnel smoke. These aren't freight trains

Still working on the fire smoke, try to slow that suff down a bit.
__________________
Scoochy is offline   Reply With Quote
Old 04-24-07, 10:40 PM   #2
Observer
Commander
 
Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
Default

It's a five second adjustment.

The problem is you can't easily make differences between the old coal burners and the ships burning av gas/diesel fuel without creating a new funnel smoke node (easy) and changing the opacity of the smoke between the two in the particles.dat (also easy). The new node (call it the coal smoke node) would then has to be assigned to all of the coal burning ship (i.e. the freight train above) dat files. It's a pain because it's tedious, time consuming and I'm not 100% sure it can be done correctly at this point.

The other smoke could be just a touch darker than the current version...remember the call "Smoke on the horizon!". You can't do that now with the current smoke.

By the way, the I don't think the funnel smoke differentiates between the speed of the ship (i.e. faster = darker), but I'd have to go back and check the particles.dat to be sure.
Observer is offline   Reply With Quote
Old 04-24-07, 11:16 PM   #3
CaptainCox
Sea Lord
 
Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
Default

Actually...how would one create a "second funnel node" ? over at the SH3 Workshop "privateer" is working on a "Diesel Exhaust Mod" looks very very sweet so far!
http://www.subsim.com/radioroom/showthread.php?t=112123


Question is also how to adjust this so its only visible during full speed ahead and revving up the engine...
__________________
CaptainCox is offline   Reply With Quote
Old 04-24-07, 11:48 PM   #4
Observer
Commander
 
Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
Default

Quote:
Originally Posted by CaptainCox
Actually...how would one create a "second funnel node" ? over at the SH3 Workshop "privateer" is working on a "Diesel Exhaust Mod" looks very very sweet so far!
http://www.subsim.com/radioroom/showthread.php?t=112123


Question is also how to adjust this so its only visible during full speed ahead and revving up the engine...
The same way we created extra visual sensors for the NYGM Tonnage War Mod in SH3, and the same way I've created extra sensors for SH4, including a "Blind AI" sensor for testing because the visual sensor still works even if you NULL the setting in the SNS file. Regarding the extra node, I just have to check to see if all the pieces parts line up for the extra node. I'm not sure if/how well it will work, and I haven't spent any time on it other than to take the 5 seconds necessary to adjust the smoke opacity show in the shots above.
Observer is offline   Reply With Quote
Old 04-24-07, 11:57 PM   #5
CaptainCox
Sea Lord
 
Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
Default

Wow, OK your way beyond me so far. If you come up with something let us know, cause this "Diesel Exhaust" Mod does look the stuff.
__________________
CaptainCox is offline   Reply With Quote
Old 04-25-07, 08:00 AM   #6
U-Bones
Grey Wolf
 
Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
Uploads: 0
Default

Quote:
Originally Posted by Scoochy
Concur about the funnel smoke. These aren't freight trains

Still working on the fire smoke, try to slow that suff down a bit.
To clarify, my freight train comment was in -support- of the stock stack smoke production... Big combustion engines produce big amounts of smoke, and I thnk they did a good job on the stacks. How the smoke is blown around (or left behind) after it is produced is a seperate issue.

Good start on the fire smoke, keep it up !
U-Bones is offline   Reply With Quote
Old 04-25-07, 10:55 AM   #7
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

Coal-fired engines produce large quantities of smoke, especially under pressure. Oil-fired engines make quite a bit less.
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 04-25-07, 11:11 AM   #8
Jace11
Seasoned Skipper
 
Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
Default

Can you combine this with the slower smoke mod... or have you already done that...
Jace11 is offline   Reply With Quote
Old 04-25-07, 12:23 PM   #9
CCIP
Navy Seal
 
Join Date: Apr 2005
Location: Waterloo, Canada
Posts: 8,700
Downloads: 29
Uploads: 2


Default

Quote:
Originally Posted by Jace11
Can you combine this with the slower smoke mod... or have you already done that...
Would be good, yes.

Also, the smoke looks just a little too thick, at least for me (and I mean in-game, not screenshots). The blackness is good, but I can see the smoke sprite outlines just a little too clearly. It would be nice if it were a little more fuzzy.
__________________

There are only forty people in the world and five of them are hamburgers.
-Don Van Vliet
(aka Captain Beefheart)
CCIP is offline   Reply With Quote
Old 04-25-07, 01:19 PM   #10
Jace11
Seasoned Skipper
 
Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
Default

Oh, the particles.dat in this file looks a bit different and is smaller that 1.2 version... This 410kb while my unmodded one is 425kb??????

Is this based on 1.1? or 1.0??

Best thing would be to save us the effort of repeating what you've done, and just tell us where the bytes are that need adjusting, then we can combine it with the slow smoke mod..
Jace11 is offline   Reply With Quote
Old 04-25-07, 06:51 PM   #11
Observer
Commander
 
Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
Default

Quote:
Originally Posted by Jace11
Oh, the particles.dat in this file looks a bit different and is smaller that 1.2 version... This 410kb while my unmodded one is 425kb??????

Is this based on 1.1? or 1.0??

Best thing would be to save us the effort of repeating what you've done, and just tell us where the bytes are that need adjusting, then we can combine it with the slow smoke mod..
I'm not trying to be coy, but I'm afraid that's not possible. This effect was not achieved through normal hex editing, which also accounts for the differences in file size. I am unable and unwilling to say anything else beyond that.
Observer is offline   Reply With Quote
Old 04-25-07, 06:50 PM   #12
Observer
Commander
 
Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
Default

Quote:
Originally Posted by CCIP
Quote:
Originally Posted by Jace11
Can you combine this with the slower smoke mod... or have you already done that...
Would be good, yes.

Also, the smoke looks just a little too thick, at least for me (and I mean in-game, not screenshots). The blackness is good, but I can see the smoke sprite outlines just a little too clearly. It would be nice if it were a little more fuzzy.
The first shot is with opacity at 0.5. The second is with opacity at 0.25. The default is 0.01. Also note there are two different "black smoke" settings attached to the funnel smoke, as well as a bunch of other stuff. I haven't examined all of the other settings for effects yet.

I think I'll dial back the opacity to 0.05 or 0.1 to see what happens.
Observer is offline   Reply With Quote
Old 04-25-07, 06:48 PM   #13
Observer
Commander
 
Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
Default

Quote:
Originally Posted by Jace11
Can you combine this with the slower smoke mod... or have you already done that...
Possible, but not done yet.
Observer 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 12:50 PM.


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.