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Old 07-16-07, 09:26 PM   #7
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
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As promised here are the pics of the speed controlled dual exhaust smoke mod. Currently I have done this only for the VIIb sub. These are taken at ahead flank bell. Things to note:
  • how smoke hugs the water (important for surface air disturbance modeling!), fading out behind sub
  • the smoke exits each port AT THE SIZE of the port and expands out
  • each side's smoke is completely independant of each other (I'll expand on this)
There are some other features (depicted in the pics but hard to see unless you're playing the game):
  • By making each side's smoke completely independant of each other we should be able to use SH3 commander to 'age' the diesels over time thus producing blacker smoke (or bluer, or whiter,etc.). SH3 commander's random features could also cause an engine 'failure' and thus a pouring of black (or blue for oil burning?) smoke from that engine. There are many possibilities here. I have to incorporate some new smoke textures for this first to make it work.
  • the smoke is affected by wind - if you have a strong port or stbd wind then the exhausts will swing to the direction of the wind (wind has less effect the faster you are going - surface air disturbances from your sub take over here!)
  • If you have high waves and it covers the exhaust port then the smoke will cease and then burp out a nice puff and resume smoking once the wave has uncovered the port
  • stops smoking when you submerge and resumes when you surface - but until your sub settles down from the up and down pitching due to surfacing the waves can cover the exhaust ports thus causing them to stop and restart once uncovered (this also applies to heavy seas)
  • surface air disturbances from you sub (which get worse the faster you go) are modeled in this. The faster you go the more you will see each exhaust randomly change motion from side to side behind the sub if you are not heading directly into the wind. The more you turn perpendicular to the wind the more pronounced the effect becomes. This air disturbance model can be made to produce different results for different subs (after all they have different curves, angles, sizes of conning towers, etc.). The key point here is each exhaust port has it's own air disturbance model.
  • the size, opacity, life, and density are modeled also (in relation to speed). The faster you go the thicker, darker, and longer the exhaust is and hangs around
  • The key thing to remember is the smoke is related to speed. Thus if you are going ahead flank and order all stop the smoke will continue but decrease as the speed decreases eventually coming to hardly anything at all stop (no way around this sorry!)
  • Will be added for all subs (will need some help here on this in regards to exhaust port locations - PM me if you want to help)
  • I'll update as I learn more and add more features to it
Racerboy











Racerboy

EDIT: I just noticed in my pics that the exhaust generators z position is wrong on both! Still a BETA so will fix and correct.

Last edited by TheDarkWraith; 07-17-07 at 01:03 AM.
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