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#1 |
Helmsman
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please take a look at the scene when wind = 5 is blowing direction = 180:
ncv 1 is heading 270 at 5 knots: ![]() ncv 2 is heading 90 at 15 knots: ![]() peri view of both of them (1 on the left, 2 on the right) + weather report: ![]() who discovered this ? the answer is Racerboy ![]() his exhaust for uboats IS actually wind affected then why not the ship's funnel smoke ? his exhaust for uboats is also dependant on vessel's speed then why not the funnel smoke ? I'm still working on it ![]() I use Enhanced funnel smoke as a pattern and follow Racerboy's Exhaust with ADM for wind effects.
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GWX 3.0, OLCG2, Waterstream+Exhaust Combi v2.3, Lifeboats&Debris v4, Torpedo damage v2, TMT ![]() SH3 forever ![]() ![]() Last edited by rs77; 07-31-09 at 03:38 AM. |
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#2 |
Sea Lord
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Ehm.. the good news... great find!
The bad news.... this is nothing new ![]() best greetings Hann |
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#3 |
Helmsman
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yyyy why nothing new ?
I believe that I achieved smoke that is affected by wind, and should change when the wind changes also now ships are producing less smoke when going slower and more smoke when going faster I draw a scene because it's maybe not very clear from the above pictures: ![]()
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GWX 3.0, OLCG2, Waterstream+Exhaust Combi v2.3, Lifeboats&Debris v4, Torpedo damage v2, TMT ![]() SH3 forever ![]() ![]() Last edited by rs77; 07-31-09 at 05:30 AM. |
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#4 |
Stowaway
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Keep up good work
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#5 |
Helmsman
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han,
do you mean that it wwas already working like this in Enhanced Funnel Smoke ? I read those threads and I was pretty sure that there was only some static wind effect applied..
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GWX 3.0, OLCG2, Waterstream+Exhaust Combi v2.3, Lifeboats&Debris v4, Torpedo damage v2, TMT ![]() SH3 forever ![]() ![]() |
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#6 |
Stowaway
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I'm with contact on this one, keep experimenting
![]() A lot of people probably don't compare the funnel smoke with wind direction, and think it works even if it doesn't. Even if another mod has fixed it, your approach may work better than that one, and under more/different conditions. Plus there's also the satisfaction of knowing you fixed it yourself ![]() |
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#7 |
Hellas
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@ Rs77 : Hansolo is trying to tell you (but he didn't say it) that the smoke is allready affected by the wind in WAC
@Hansolo: its obvious that Rs77 found it by himself and that is a great finding (because he is 'new' in moding) so there is no need to discourage him. and ,as i suspect, he is doing this for the ships of gwx3 which is something that doesn't exist so we can call it ,in some way,something....'new' ! best regards
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#8 | |
Helmsman
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I'm little lost with that now, I read HanSolo's thread for WAC smoke and he stated:
Quote:
http://www.subsim.com/radioroom/show...d+funnel+smoke that's why I started my investigation, inspired by Racerboy's exhausts and I believe that my version of the smoke is dynamically affected by changing in-game wind (the one from weather report), which is pretty obvious from the pictures (Illustrious no.1 has smoke going to his backboard and Illustrious no.2 has smoke going to his starboard because they are heading in opposite directions) and additionally I incorporated speed controller ![]() of course if such smoke was done before than there's not much here to do ![]()
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GWX 3.0, OLCG2, Waterstream+Exhaust Combi v2.3, Lifeboats&Debris v4, Torpedo damage v2, TMT ![]() SH3 forever ![]() ![]() Last edited by rs77; 07-31-09 at 08:54 AM. |
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#9 |
Maverick Modder
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I didn't know anybody had found a way to make smoke truly wind-affected. The last I heard, only a "fake" wind effect existed, where the smoke always blows in the same direction. Isn't that how smoke behaves is in WAC? Always "blowing" the same way?
Anyway this is good news to me. Nice work rs77. Edit: Haha, I read post #7 in the link you posted, rs77. I reckon han is a little jealous, that's all. ![]()
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#10 |
Helmsman
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OLC,
Racerboy did it ![]() FastParticleGenerator has everything that's needed to do this.
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GWX 3.0, OLCG2, Waterstream+Exhaust Combi v2.3, Lifeboats&Debris v4, Torpedo damage v2, TMT ![]() SH3 forever ![]() ![]() |
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#11 |
Maverick Modder
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Heh, so it's not new then. That'll learn me for not paying more attention to other mods. So are you planning to mod this into all the ships in GWX?
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#12 |
Stowaway
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The link you provided mentions that GlobalWind doesn't look complete.
I've just looked at it in my particles.dat, and it doesn't have any parameters, so it still looks incomplete. I'm running GWX3 without any other big mod packs, so i can't speak for the WAC mod, RacerBoy's or anyone elses. I suspect that, according to the top link, the fix employed by WAC was a partial success, but followed one wind direction which doesn't vary. Looks to me that a proper solution still hasn't been found, and even if someone has, ( which looks doubtful ) it's probably incorporated in a big mod that many of us may not want to install. If you've fixed it, and it's a standalone mod that can be added to GWX3, it's certainly well worth further effort. I for one would include it in my game, and i've no doubt others would as well. Keep on it m8, and don't let one comment drag you down, especially since it may not be entirely accurate. ![]() |
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#13 |
Helmsman
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OLC, yes I want to apply this smoke to pure GWX3.0 ships
what I need to do now is more testing and some adjustments basically the mod works the same as Enhanced Funnel Smoke, everything is in lib\particles_funnelsmoke.dat (which I reworked a little following Racerboy's exhausts) then all you need to do is put right ID for obj_funnel in each ship's .sim file, unfortunately it needs to be done for pure GWX3.0 ships because cemtefukci did it for Thomsen's ships (modified .sim files) GlobalWind is not needed nor used ![]()
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#14 |
Ace of the Deep
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Great work ! I am waiting for it.
But Thomson`s ships does that change the wind/direction? I thought only the ship behaviour.
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#15 |
Helmsman
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Well guys, bad news
![]() It doesn't work the way I thought it is. The effect I saw when taking those pictures which are in the first post is just a coincidence. I set the global in-game wind just by accident to the same direction as was configured in particle generator. Looked really cool, but when I changed the in-game wind - the smoke was still blowing in the same direction as before ![]() HanSolo is right and Rubini was right about this. How could I even think that they are not ? ![]() It looks like Racerboy's exhaust are not really wind affected too. We are missing here some kind of wind controller. Particle generators are only able to 'create' a wind in a given direction and apply it to the smoke. ![]() ![]() ![]() My apologies to HanSolo and all of you guys waiting for the wind issue to be solved. What I will do with Enhanced Funnel Smoke: 1. add vessel's speed dependancy to the smoke generator 2. apply the smoke to the original GWX3.0 ships 3. the version for TMT v2 mod is possible too why? 1. it looks really nice and I think it's more real when ships while going slow produce less smoke than while flanking 2. I want to have it in my game ![]() 3. I may want to have it in my game ![]() Of course it's all just copy/paste job and proper credit will be given for the authors. kind regards to everyone and ![]() ![]() ![]() I'm to quick on the 'enter' sometimes ![]()
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GWX 3.0, OLCG2, Waterstream+Exhaust Combi v2.3, Lifeboats&Debris v4, Torpedo damage v2, TMT ![]() SH3 forever ![]() ![]() |
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