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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Ensign
![]() Join Date: Apr 2005
Location: Poland
Posts: 226
Downloads: 138
Uploads: 0
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#32 | ||||
Sparky
![]() Join Date: May 2005
Location: Franken
Posts: 156
Downloads: 81
Uploads: 0
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moin moin Kaleun´s
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Earshots & Exhaust uses different files, Earshots uses the Sh3.sdl and Exhaust the Particles.dat. Which goes on with Redwines great Depth Charge FX i will integrate it to the next version of Earshot´s ![]() Quote:
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![]() Ok this Mod may be not realistic, but i like it, it´s just some kind of eye candy for me ![]() Quote:
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#33 |
Commodore
![]() Join Date: Apr 2005
Posts: 641
Downloads: 168
Uploads: 0
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Hi!
If there is a lot of smoke coming from a smokestack it means fuel is not being completely burned in the boilers. This can happen due to a poor fuel/air mix in the boilers, crew inefficiency, poorly maintained equipment, the use of low-quality (high sulphur) fuel oil, etc. Ships generally try to make efficient use of fuel since fuel=money, and they would rather use it to make a ship go than send it up the smokestack. Military warships didn't like smoke because it gives your position away, and because all those greasy hydrocarbons coming out the smokestack will form a greasy film on the surface of the ship, on the optics of your fire control systems, etc. Ships are a huge investment, so governments tend to spend the money to obtain high quality fuel oil for them (see here). A ship laying a smokescreen will generate a lot of smoke by dumping a lot more fuel into the boilers, but that is a relatively rare occurence. Merchantmen could produce a lot or a little smoke, depending on the quality of the crew, the age of the ship, and the quality of the fuel. You might even find a smoky coal-burning ship, although by World War II those ships were pretty much gone from the world's oceans. Is there any way to have some ships produce more smoke, and others produce less smoke? For example, destroyers don't produce much, but coastal merchants smoke like factory chimneys.... Pablo |
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#34 | ||
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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That sounds good ! Hey... Fangschuss, did you solved the "scufundare' problem..... ? Can you hear the ship breaking sounds now ? Did you try the files ? how is that problem status ? |
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#35 | |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
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![]() Thanks for all the work!! |
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#36 | |
Sparky
![]() Join Date: May 2005
Location: Franken
Posts: 156
Downloads: 81
Uploads: 0
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![]() Some times i have the feeling i can hear the Sound inside the Sub some times not ![]() ![]()
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#37 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
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problem solved then ? ![]() I note the same some times, it seems as if some other sounds override the scufundare .... the sound seems the scufundare sounds is reduced dramatically after some range, may the max range. I will do it.... try you too in your settings, eliminate the scufundare_hyd.wav, return to the original scufundare_hyd.wav, let only the scufundare.wav. May be it is overriding the non hyd one. Let me to know your results. ![]() |
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#38 |
Sparky
![]() Join Date: May 2005
Location: Franken
Posts: 156
Downloads: 81
Uploads: 0
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jep
![]() I will give it a try
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