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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 | |
Eternal Patrol
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#77 |
Ocean Warrior
![]() Join Date: May 2005
Location: Săo Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Hi AVH,
Take a look here: http://www.subsim.com/radioroom/show...799#post844799 Perhaps we can make a merged mod on the matter? ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#78 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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Freedom of speech - priceless. For everything else there's Mastercard. |
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#79 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
Downloads: 110
Uploads: 0
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ah right, the reason i ask is cos on another thread on page 2 there is a mod that messes with smoke stacks by makin them taller.
was just wonderin what the major differences where with the 2 mods thats all |
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#80 | |
Stowaway
Posts: n/a
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#81 |
Loader
![]() Join Date: Oct 2007
Posts: 85
Downloads: 11
Uploads: 0
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how is this mod progressing? Looking forward to it with keen anticipation!
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#82 | ||
Black Magic
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If you change the rate then you also have to change the max particles because max particles is a function of rate and individual particle lifetime. Failure to set maxparticles correctly will results in puffs or starts and stops of the FPG or PG. Rate is based on the lifetime of the FPG or PG as used in overlife for it. Do you know what the rate means? It means PPS (particles per second). Lifetime is in seconds (for both FPG or PG lifetime and individual particle lifetime). Velocity is in engine units, Weight is in kg, size is in engine units. Each field's overlife uses linear interpolation - (time keeps increasing, it can never go back!) Once time starts (particle lifetime) it keep accruing till it's value is 1 and during that individual particle's lifetime it forces linear interpolation on the field (size, weight, color, opacity, etc.) it's controlling for those times. Once 1 is reached (the individual particle's lifetime), overlife, as far as it's concerned, is done. Everything after the first 1 for time will be ignored. Last edited by TheDarkWraith; 07-01-08 at 02:10 PM. |
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#83 |
Samurai Navy
![]() Join Date: Feb 2008
Location: In an octopus's garden
Posts: 565
Downloads: 99
Uploads: 0
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Oodles of great info there RB
![]() ![]() Ah well. People do get bored with this stuff too, don't they? A pity b/c he had some great ideas... |
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#84 |
XO
![]() Join Date: Nov 2007
Location: Canada
Posts: 424
Downloads: 45
Uploads: 0
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Hi, this is a great mod!!
![]() Is it possible to orientate the smoke in according to the wind direction?? thx, |
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#85 |
Black Magic
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Anvart,
They're not trying to re-invent the wheel, they're learning by experimenting. Just like you and I did when we were first learning how to do things we took on simple challenges and kept building on those simple ones. Eventually we were able to do what we can do now. They're just trying to broaden their horizons and I think it's great. Let 'em play ![]() |
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#86 |
Ace of the Deep
![]() Join Date: Dec 2005
Location: Canada
Posts: 1,124
Downloads: 110
Uploads: 0
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I guess there was nothing further on this. Anyone know if there's a similar smoke mod out there?
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#87 | |
Hellas
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can you upload the files you have in order all of us to get them? (i can't find them anywhere ) take care |
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#88 |
Eternal Patrol
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Albrecht was talking to me directly at the time he was working on those, but the only thing I ever saw was a couple of videos showing how the work was progressing.
Sorry, but even though I was probably closer to this than anybody else, I have nothing at all. I wish he'd turn up again. He seemed like a great guy.
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“Never do anything you can't take back.” —Rocky Russo |
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#89 |
Hellas
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mikhayl...
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#90 | |
Eternal Patrol
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I'll look through them all tonight and give you my recommendations tomorrow.
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“Never do anything you can't take back.” —Rocky Russo Last edited by Sailor Steve; 12-12-08 at 03:17 PM. |
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