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Old 02-02-06, 05:12 PM   #31
NiKuTa
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Quote:
Screenshots are taken with activated "Glare effect" (shift+PageUp)
What this option do ????? I dont see anything
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Old 02-03-06, 01:04 AM   #32
Fangschuss
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moin moin Kaleun´s

Quote:
Originally Posted by Woof1701
Great work!

Thanks

How about doing a combined Earshot 1.1/Depth Charge FX/Exhaust Smoke 1.2 Mod in combination with Iambecomelife's Enhanced Smoke Mod. Since they all use the same file, it may be a cool compilation, at least until they're finished with the oil slick mod
Thx Woof

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:
Originally Posted by Redwine
Finally i was able to test it, works fine for me !!
Thank you again my friend

Quote:
Originally Posted by The Avon Lady
I'm looking through numerous pics on the web of destoryers and nothing comes near the amount of smoke in this mod
No problem lady

Ok this Mod may be not realistic, but i like it, it´s just some kind of eye candy for me

Quote:
Originally Posted by NiKuTa
What this option do ????? I dont see anything
hook the key´s some times more and you will see the effekt
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Old 02-03-06, 08:32 AM   #33
Pablo
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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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Old 02-03-06, 10:11 AM   #34
Redwine
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Quote:
Originally Posted by Fangschuss
moin moin Kaleun´s

Quote:
Originally Posted by Woof1701
Great work!

Thanks

How about doing a combined Earshot 1.1/Depth Charge FX/Exhaust Smoke 1.2 Mod in combination with Iambecomelife's Enhanced Smoke Mod. Since they all use the same file, it may be a cool compilation, at least until they're finished with the oil slick mod
Thx Woof

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

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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Old 02-03-06, 10:37 AM   #35
Woof1701
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Quote:
Originally Posted by Fangschuss

Thx Woof

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
Sorry about that I got that confused. In any case a combination of Depth Charge FX, Smoke Exhaust and the Oil Slick Mod would be a fine thing too
Thanks for all the work!!
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Old 02-03-06, 12:06 PM   #36
Fangschuss
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Quote:
Originally Posted by Redwine
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 ?
Yep Redwine i tested your files wich was very nice

Some times i have the feeling i can hear the Sound inside the Sub some times not I believes i become paranoid
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Old 02-03-06, 12:23 PM   #37
Redwine
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Quote:
Originally Posted by Fangschuss

Yep Redwine i tested your files wich was very nice

Some times i have the feeling i can hear the Sound inside the Sub some times not I believes i become paranoid

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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Old 02-03-06, 12:28 PM   #38
Fangschuss
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jep

I will give it a try
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