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Old 05-27-13, 03:56 AM   #76
volodya61
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Quote:
Originally Posted by gap View Post
What I have done:
....
Advantages of this method...
Wow
It's amazing, Gabriele

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Beware: there is a second destroyer, docked, at bearing 315. For some reason she doesn't emiti smoke...
I think it was the same reason - http://www.subsim.com/radioroom/show...postcount=2062
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Old 05-27-13, 08:17 AM   #77
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Wow gap , my mod was just an interim mod until someone came up with something better .
Your idea is still valid. I have just revamped it a bit

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Wow
It's amazing, Gabriele
Have you tested it? I need for feed-back in order to get this test into a full mod

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Yes, I wasn't sure that this wasn't the reason, but I had some suspects
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Old 05-27-13, 08:22 AM   #78
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Have you tested it? I need for feed-back in order to get this test into a full mod
Not yet.. though I can do it right now.. you mean full modded game?


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Yes, I wasn't sure that this wasn't the reason, but I had some suspects
Only TDW able to answer.. as you can see he didn't yet..
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Old 05-27-13, 08:57 AM   #79
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Not yet.. though I can do it right now.. you mean full modded game?
I mean:

- mimicing the types of smoke screens used during WWII, and getting them to "work" as expected as for their duration, color, density, motion in the space, wind interaction,etc. According to wikipedia, there were at least two methods for generating smoke barriers: burning oil (black smoke), and exploiting chemical reacions (white smoke).

- adding them to the ships which are likely to have used smoke screen in RL (stock, OH's, and mtns ones).

- making ships to use smoke screens as realistically as possible.

The good thing about my method, is that its core files are custom-made, so they won't conflict with any other mod. Besides them, ship's GR2/dat files and their eqp files will be changed, but only an handful of other mods affect them.

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Only TDW able to answer.. as you can see he didn't yet..
yes, probably an AI issue
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Old 05-27-13, 09:09 AM   #80
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Originally Posted by gap View Post
I mean:

- mimicing the types of smoke screens used during WWII, and getting them to "work" as expected as for their duration, color, density, motion in the space, wind interaction,etc. According to wikipedia, there were at least two methods for generating smoke barriers: burning oil (black smoke), and exploiting chemical reacions (white smoke).

- adding them to the ships which are likely to have used smoke screen in RL (stock, OH's, and mtns ones).

- making ships to use smoke screens as realistically as possible.

The good thing about my method, is that its core files are custom-made, so they won't conflict with any other mod. Besides them, ship's GR2/dat files and their eqp files will be changed, but only an handful of other mods affect them..
Can it wait a couple of days? I wanted to finish work on the gun-mod and send it to you for the release.. then I can join you in working on this
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Old 05-27-13, 09:15 AM   #81
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Its looking very good guys....well done
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Old 05-27-13, 09:33 AM   #82
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Can it wait a couple of days? I wanted to finish work on the gun-mod and send it to you for the release.. then I can join you in working on this


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Its looking very good guys....well done
Still much to do, but it looks promising
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Old 10-23-13, 03:30 AM   #83
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Hay sober,
Nice surprise!

Does it work with a Real Environment ?

Is it possible to direct a smoke a bit upwards... on a dead calm surface without wind... smoke should not go sharply aside.
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Old 11-16-13, 09:33 AM   #84
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thank you very much
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Old 12-02-13, 11:56 PM   #85
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WOW this mod looks amazing. Great job!

As someone else in this thread has also asked, I wonder if the smoke screen affects the AI sight at all? Knowing me, I'd be stupid and not pay attention to the wind direction, shooting the lead ship in a convoy and block my view of the entire battlefield. I suck enough at this game already; I don't need yet another disadvantage
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Old 12-03-13, 06:19 PM   #86
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Someone should try it with the detection circles
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Old 12-03-13, 06:40 PM   #87
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Someone should try it with the detection circles
Cool

IIRC the particle generator you are using as smoke screen, got a fog controller attached
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Old 12-03-13, 07:27 PM   #88
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Cool

IIRC the particle generator you are using as smoke screen, got a fog controller attached
I am not saying that smoke affects AI visualy . I really don't know . There are a thousand million parameters for that smoke .
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Old 12-03-13, 07:54 PM   #89
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I am not saying that smoke affects AI visualy .
I thought you meant that when you talked about dtection circles...

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I really don't know . There are a thousand million parameters for that smoke .
Ignore the particle generator parameters, which are just visual effects, and look at the the fog render controller, under the same node as the particle generator. This should affect AI detection
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Old 12-03-13, 08:28 PM   #90
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I thought you meant that when you talked about dtection circles...



Ignore the particle generator parameters, which are just visual effects, and look at the the fog render controller, under the same node as the particle generator. This should affect AI detection
It just says Class .
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