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Old 07-05-07, 01:04 AM   #136
ichso
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So you have tried to copy the whole section beginning with 'FastParticleGenerator' ? I would have thought that this is the right approach because the following values seem to refere to that one.

One little thing I read though:
Since patch 1.1 it is possible to deactivate the whole particle system ingame. You didn't do that by accident and don't see the smoke because of that, right ?
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Old 07-05-07, 09:29 AM   #137
TheDarkWraith
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sure did, I copied the whole entire section dealing with the 'smoke' and pasted it after the original smoke, changed all the tags so that everything was unique and it didn't work (no smoke from either). Really left me scratching my head.

I'm off to Mexico for a week (for work) so I won't be able to tinker some more with this until I get back home.
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Old 07-06-07, 08:09 AM   #138
Paajtor
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I'm no expert on this, but if 2 of the same particle-generators seem to rule each other out (like they're "playing" in sync), then maybe it's an idea to try to let them run "out of sync"?
Like - suppose the part.generators work in cycles/ms - the left generator emits at 1ms/3ms/5ms etc, while the right generator emits at 2ms/4ms/6ms etc.
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Old 07-06-07, 08:10 AM   #139
Paajtor
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I'm no expert on this, but if 2 of the same particle-generators seem to rule each other out (like they're "playing" in sync), then maybe it's an idea to try to let them run "out of sync"?
Like - suppose the part.generators work in cycles/ms - the left generator emits at 1ms/3ms/5ms etc, while the right generator emits at 2ms/4ms/6ms etc.

That way, when one generator is working, the other isn't, and vice versa.
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Old 07-06-07, 01:19 PM   #140
CaptainCox
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I am pretty sure that this mod will be included in 1.04...not 100% but 99.9
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Old 07-06-07, 02:51 PM   #141
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The CURRENT position (as of literally 2 mins ago) is that there will not be an exhaust mod included with GWX v1.04
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Old 07-06-07, 03:35 PM   #142
Kpt. Lehmann
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Quote:
Originally Posted by jimbuna
The CURRENT position (as of literally 2 mins ago) is that there will not be an exhaust mod included with GWX v1.04
Right.

Based on what I understand of deisel engines, the only time you should see smoke is when they start up or when there is a problem.

When the engine comes up to operating temperature there should be very little (if any at all) smoke trace.

Smoke coming from a sub at sea is a big "HERE I AM SHOOT ME!!!" sign, LOL.

This is part of the reason that the IXD1 sub(s) were not used more than once or twice. IIRC there was only one or two IXD1 subs built. (I'm sure someone will come along and correct me here, LOL.) IXD1 engines generated a lot of smoke, both outside and inside the sub.
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Old 07-06-07, 03:59 PM   #143
Mush Martin
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Well as a supporter of GWX I understand the need to come to a decision
about that. as I posted previously in my own experience I have seen a
fair bit of footage and guite a few pics that show exhaust.
as alluded to earlier its like under normal operations not much different
than a diesel locomotive or the local diesel car ferry.
under acceleration or otherwise in a high state of revs.

In reading accounts about using exhaust as visual cover by Dick Okane
, George Grider , and also alluded to in Uncle Charlies book "sink em all"
as well as IIRC a statement about similar practice by Paul Hartwig (U517)
for me I decided otherwise. besides as an ambience thing its Cool

they're a little dark but heres the shots I talked about in the earlier
post. camera is in the same spot for both pics but raised vertically
approx fifty feet in the second frame.

[edit] (if you looked at these before when they were too dark and they look the same hit refresh now)




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Last edited by Mush Martin; 07-06-07 at 04:24 PM.
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Old 07-06-07, 08:22 PM   #144
Hartmann
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In the das boat book, captain uses exhaust as a cover too.
The old diesel engines are very noisy and make a lot of smoke at high revs.

i have a old diesel car and when i rev up the engine it make a big dark cloud of smoke, more when the engine is cold, like if it was a surfacing u-boat after some time down in the depths. :rotfl:

the only way to reduce the smoke is cleaning the inyectors, and use fuel aditives .
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Old 07-12-07, 01:03 AM   #145
TheDarkWraith
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I finally got the dual exhaust VIIb working!!

This can easily be applied to any sub, ship, object, etc. Oh I'm having fun now..........

Has small problem with smoke locations but I posed questions here: http://www.subsim.com/radioroom/show...1&postcount=12 looking for answers. I finally figured out how to include pictures in a thread. Man I can read and write hex code but have the darndest time with the simple things

I started a new thread for dual exhaust on subs:

http://www.subsim.com/radioroom/showthread.php?t=118314

Last edited by TheDarkWraith; 07-12-07 at 01:19 AM.
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Old 07-12-07, 02:18 AM   #146
XanderF
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Quote:
Originally Posted by Kpt. Lehmann
Quote:
Originally Posted by jimbuna
The CURRENT position (as of literally 2 mins ago) is that there will not be an exhaust mod included with GWX v1.04
Right.

Based on what I understand of deisel engines, the only time you should see smoke is when they start up or when there is a problem.

When the engine comes up to operating temperature there should be very little (if any at all) smoke trace.

Smoke coming from a sub at sea is a big "HERE I AM SHOOT ME!!!" sign, LOL.

This is part of the reason that the IXD1 sub(s) were not used more than once or twice. IIRC there was only one or two IXD1 subs built. (I'm sure someone will come along and correct me here, LOL.) IXD1 engines generated a lot of smoke, both outside and inside the sub.
Might want to re-watch "Run Silent, Run Deep". Granted, it's 'Hollywood', but they were real subs used for all the filming, and every single shot of them you can see them smoking.

Not MUCH, mind you - but definitely had visible exhaust in every shot in the movie.
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