• There seems to be an uptick in Political comments in recent months. Those of us who are long time members of the site know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religious comments out of the forums.

    If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.

    Please note any post refering to a politician will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment among members. It is a poison to the community. We appreciate compliance with the rules.

    The Staff of SOH

  • Server side Maintenance is done. We still have an update to the forum software to run but that one will have to wait for a better time.

Custom Wake

gray eagle

SOH-CM-2025
I would like to know how can a wake fx effect file be modified so that the area where the bow breaks the water is displayed better then what I've attached here.

I know that something within the wake file would have to be custom adjusted to fit where the water will break right at where the ships bow is and not ahead of it.
I am trying out other wake effects in my Sim from the other ships. I think the bow wake is called the Kelvin wake effect, the other is the turbulent wake that is formed from the propeller wash and eddies at the stern of the ship.

Capture.jpg
 
Bear in mind, I am NOT an effects pro in any way, shape, or form.
Having said that, I believe you can open the .fx file with a text editor. NotePad, NotePad++, whatever. Go to the [Emitter.n] section you want to change. I would only edit one [emitter.n] section at a time! Search down through that until you find the entry X Offset=0.00, 0.00. There are three of those, one for X, Y, and Z. I, personally, would change ONE only, then save the file off. Reload the ship, and check it out. Easy way to reload a ship like that is to originally load it with AICarriers, then, when it's time to reload, simply cancel it out, and reset it again, as you did originally.
This is presuming you are editing the effect file located in your Effects folder that the given ship is using. Naturally, you would want to make a back-up of the file before any editing.
I would start with only making a change of 1, and adjusting as needed. Why there are two numbers for each entry I don't know, but the examples given in the SDK show that bot are the same. Like X Offset=0.00, 0.00 would become X Offset=1.00, 1.00.

Edit: Ok, I found out why there are two numbers on the entries in question. According to the SDK this is why:
Many of the effects file parameters require two values separated by a comma. The first value is the minimum number that the simulation engine will use; the second value is the maximum number. Every second, the simulation engine randomly chooses a number somewhere between these two values, thus randomizing effects. For example, if you have a lifetime of 5.00, 7.00, some particles will live for 5 seconds while others may live for 6, 7, or 5.2 seconds. The first number must be less than the second number, or the effect will not work.
Hope that helps!
PSB☺

Does this get you started in the right direction? No pun intended! :adoration:
Pat☺
 
Bear in mind, I am NOT an effects pro in any way, shape, or form.
Having said that, I believe you can open the .fx file with a text editor. NotePad, NotePad++, whatever. Go to the [Emitter.n] section you want to change. I would only edit one [emitter.n] section at a time! Search down through that until you find the entry X Offset=0.00, 0.00. There are three of those, one for X, Y, and Z. I, personally, would change ONE only, then save the file off. Reload the ship, and check it out. Easy way to reload a ship like that is to originally load it with AICarriers, then, when it's time to reload, simply cancel it out, and reset it again, as you did originally.
This is presuming you are editing the effect file located in your Effects folder that the given ship is using. Naturally, you would want to make a back-up of the file before any editing.
I would start with only making a change of 1, and adjusting as needed. Why there are two numbers for each entry I don't know, but the examples given in the SDK show that bot are the same. Like X Offset=0.00, 0.00 would become X Offset=1.00, 1.00.

Edit: Ok, I found out why there are two numbers on the entries in question. According to the SDK this is why:

Hope that helps!
PSB☺

Does this get you started in the right direction? No pun intended! :adoration:
Pat☺

Pat,

Thanks for you suggestion and research, that would, for me, take a lot of patience and trial and error. But maybe sometime I might experiment with it and see. :adoration:
 
There is a tool on scenerydesign website called fxeditor, you may be able to accomplish what you are trying to do with that tool or you could try mccoy effects found on simviation
 
Larry Robinson, the developer of the PNW Ferry package and scenery developer for Orbx, has assisted me on numerous occasions and here's what he relayed to me.

"There are three ways to do this:
The SternPosition = xx in the sim.cfg gives roughly where the wake will start from the model datum (in meters) where positive is forward. So one way to move the entire wake forward 3 meters is to add 3 to whatever the SternPosition vaue is.
This is very easy. While you are adjustin, // out the old value so you remember how much you moved things when you look in the sim.

In the fx file, you can move the emitters and the particles in relation to the emitters. Generally , I move the emitters.

In the [Emitter] section of each part of the effect, look for something like this.

X Offset=0.00, 0.00 //to the right in meters
Y Offset=-1.17, -1.17 // up in meters
Z Offset=5.00, 5.00 // forward in meters

Just add what you want to the Z offset.
Why two numbers? So there will be a random distribution between the two. I'd keep them the same for wakes."
 
Known problem.
Its a SternPosition = 0 effect. Try to change this value 0, 20, 50 or with minus (sim.cfg). Hope it helps.

Thanks for your help Yo-Yo :encouragement:
I had to dial in various negative (-) values and it was naturally, a trial and error session. I dialed in a -14 (for now) and the bow break of the water is a lot better the what I had. The original was set a
+8.

What ya think, look better now? BTW, this is the USS Bon Homme Richard that I converted over from drivable to an AI for AI Carriers.
As you can see, it has its own AI aircraft - CH-46 and Harriers landing and taking off.

Capture.jpg


Capture1.jpg
 
Larry Robinson, the developer of the PNW Ferry package and scenery developer for Orbx, has assisted me on numerous occasions and here's what he relayed to me.

"There are three ways to do this:
The SternPosition = xx in the sim.cfg gives roughly where the wake will start from the model datum (in meters) where positive is forward. So one way to move the entire wake forward 3 meters is to add 3 to whatever the SternPosition vaue is.
This is very easy. While you are adjustin, // out the old value so you remember how much you moved things when you look in the sim.

In the fx file, you can move the emitters and the particles in relation to the emitters. Generally , I move the emitters.

In the [Emitter] section of each part of the effect, look for something like this.

X Offset=0.00, 0.00 //to the right in meters
Y Offset=-1.17, -1.17 // up in meters
Z Offset=5.00, 5.00 // forward in meters

Just add what you want to the Z offset.
Why two numbers? So there will be a random distribution between the two. I'd keep them the same for wakes."

Thanks for the info - I played with some negative numbers in the SternPosition.
 
What ya think, look better now? BTW, this is the USS Bon Homme Richard that I converted over from drivable to an AI for AI Carriers.
As you can see, it has its own AI aircraft - CH-46 and Harriers landing and taking off.

Capture.jpg


Capture1.jpg
[/QUOTE]

Would you mind sharing the model
 
Looks a lot better now. I'll remember that Stern Position trick. Seems easier than editing the emitter values, although those may give a bit more precision, I don't know.
Anywho, have fun!
Pat☺
 
Looks a lot better now. I'll remember that Stern Position trick. Seems easier than editing the emitter values, although those may give a bit more precision, I don't know.
Anywho, have fun!
Pat☺

Pat,
I'll tell you what, I had to adjust and readjust the stern position a bunch of times, not knowing what value that would work.

TY,
-Butch
 
Back
Top