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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Sea Lord
![]() Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,965
Downloads: 276
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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#32 |
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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#33 |
Black Magic
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okay the smoke generators have been fixed to the exhaust port on each side of the sub. I would really like to know if they exit at an angle or straight out in regards to the sides of the ship. I can't find anything on this. I've set them to 10 degrees up out of the exhaust port. Here are some updated pics showing this (the smoke is VERY exaggerated just so I could see it and where it's coming from but I have to say it's a very rich and full smoke that I'm going to update in my ship's funnel smoke mod). Notice too that wind does affect them:
![]() ![]() ![]() ![]() The next step is to make a smaller smoke texture and map it to the smoke generators. If I try to shrink down the smoke textures used by the game already it doesn't look good at all. That's tomorrows adventure....... ![]() |
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#34 |
Planesman
![]() Join Date: Nov 2006
Location: Melbourne, Australia
Posts: 197
Downloads: 5
Uploads: 0
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Nice work Racerboy, this is starting to look good.
Question - Is it possible to make the quantity of smoke vary much depending on on throttle/RPM? I've read that at flank speed u-boats produced so much diesel smoke they were virtually laying down a smokescreen... And of course at lower RPM there was barely any smoke. |
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#35 | |
Black Magic
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#36 | |
Black Magic
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Quote:
As I was laying in bed about to go to sleep an idea popped into my head. Naturally, I had to go try it.......and...........YES, YOUR WISHES HAVE BEEN GRANTED! I have made the exhaust smoke dependant on the speed of the sub ![]() ![]() ![]() ![]() Ok I'm tired now, off to sleep. Resume in morning. ![]() |
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#37 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
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This is absolutely AWESOME WORK! man!. You set out to crack it, you thought hard about it and did IT! RESPECT! I would really like to see this done for SH4 as well. If you don't want or have time I am more then willing to chip in. I started something like this when privateer did hes 1st beta, but sort of got sidetracked with other stuff. Should pick this baby up again.
Again RESPECT! ![]() |
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#38 | |
Planesman
![]() Join Date: Nov 2006
Location: Melbourne, Australia
Posts: 197
Downloads: 5
Uploads: 0
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![]() Well done ![]() |
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#39 |
Black Magic
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I'm very excited to say the least about this accomplishment. So far I've been able to make this work with only one smoke generator. The moment I place the other on the left side they don't play well together. They 'interfere' with each other's smoke emissions and it looks horrible. I think I have a solution but I'll have to dig into the .val file and find out what's going on.
I was able to locate the smoke exhausts to the exhaust port locations but I am not able to rotate the exhaust smoke to prevent it from exhausting straight up. I have a fix for that though and have implemented it. Basically I made the smoke 'heavier' to alleviate it wanting to rise up immediately. This has a nice effect of it 'hugging' the water for a little while then rising up and fading out. The smoke is scaled to the speed of the ship. If you are cruising along at ahead flank and order an all stop the smoke will still be spewing out until you coast to 0 knots. It will deminish in intensity as the sub speed drops. Sorry about this but this is the only way I found it could be done. I have not found any other possible way to link this to anything else. If a big wave covers the exhaust port then the smoke will cease and then start up again with a big poof of smoke. Looks really cool!! ![]() The smoke in the pics I have included might be a little heavy and thick but it's still a WIP remember. Let me know what you think about it's looks at the different bells. The following pics will show the smoke at the different ship bells starting with all stop through ahead flank. Note in the bottom right hand corner of the pic the ship's speed in each: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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#40 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
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Exhaust position
Hi Racerboy,
maybe that's helpful because of the position of smoke [look at VIIC Generalplan 2 - there you can see the positions of the mufflers ['Auspuff']]: http://www.uboatnet.de/Technik/Plaene/Bootsplaene.htm SquareSteelBar BTW: you should compress your pics because it's hard to load this page via dialup connection... ![]() |
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#41 |
Black Magic
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The people I need to thank and credit for helping me with this are:
MushMartin - for getting me in contact with Privateer DivingDuck - for helping me understand items about the file structure Privateer - for his original idea of the sub exhaust in his 9d2 mod. That was my head start into this. He also gave me something to look at in the .val file which, although, didn't work led to my discovery and understanding of how the wakes were generated. If not for him pointing me to this location I probably wouldn't have made this happen at all. Am I forgetting anyone else? Oh yes, I'm forgetting one person, myself! If not for the determination and will to make this work it probably wouldn't have happened. And whoever else I'm forgetting, thank you! I'm so tired right now but so excited also. Haven't slept yet! ![]() |
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#42 |
Sonar Guy
![]() Join Date: Aug 2006
Location: Sailing the Seas of Lies
Posts: 393
Downloads: 24
Uploads: 0
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I think the smoke looks awesome. But if you see the guys running with the olympic torch, you'll see that it takes very little for the smoke to go completely straight back. I could imagine that you could have smoke go out in separate directions like that if the engine is running but the sub is not moving (as in trying to push a wall), but otherwise I think the smoke would just go a little up, and then straight back (I mean from a satellite perspective, from the side it would just go like every other smoke column). It's a shame because you can only see that it's a double exhaust if you're really close to it (but we know it's a double exhaust heh). I really like this smoke mod, so please take this more as an observation than criticism.
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#43 | |
Black Magic
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#44 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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Post deleted and you have a PM. Cool Work.
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#45 |
Seasoned Skipper
![]() Join Date: Jun 2007
Location: Bremen/Germany
Posts: 749
Downloads: 71
Uploads: 1
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Hi Racerboy,
nice work but i think the smoke is to much when the Boat is full running. An other thing is the link with the speed. Is it possible to link it with the Engine-sound ? You know the Sound of the Engine is linked to the telegraph, i beleave there must be a way to link the funnelsmoke to that. MFG AOTD|MadMax |
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