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  • Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning

Smoke Effect For A Marine Marker

Ahh, great to see this coming up, lots of time "chucking" 58's and 25's out the door. Unless you can have a fun to prosecute an AI sub, not sure how you will make the ASW portion fun, unless we were in the dip and actively pinging a running sub, ASW wasn't as much fun. Anyway to make this an AI object like all the other weapons and effects in Tacpack?


Whhy make it AI?? Theres enough closet sub drivers here to make it the real thing.. Hell yes i'd drive a U-boat.. Catch me if you can :;lol::
 
Yes. Trial and error. Open the 'cntrl ASW depth charge fx' with note pad and you will see a config file type thing. substitute the effect in the callout for a different one. I used a water cargo crash for the initial spash, and sinking ship for the gas bubble/glugging. the explosion effects are iterations of flak splash fx- those look the best for water explosions- so try some different ones. Timing is controled by the last 2 number values in each string, in seconds min max. The whole effect thing is user editable. But I'll have a look at that. I'm still grappleingwith a decent NDB effect- the same thing, really, just much bigger!
Operation SWORDFISH, 1962, off San Diego.
http://www.youtube.com/watch?v=EV5q_mlhaiM
 
Ok, I see! So the torpedos have a different explosion effect than the Mk. 11? I'll load them into my Nimrod and try them out tomorrow. I found the Mk.11 explosion somewhat flat, that's why I was asking. The effect in your screenshot with the Shackleton looks much nicer.

Seawing
 
The effects SDK should have had some sort of catalouge describing the various effects. Sure would make life easier, as now its sort of a 'tase it and see' approach.I am experimenting with the size of some of the default spash effects. Trial and error, time consuming as all get out, but I'm getting there!
 
Very good! It looks absolutely promising!! I love it, since it make flying MPAs - paired with your new subs - so much more fun!!



Seawing
 
Hi Lazarus,

just to clarify this, the torpedos do not move, right? They splash into the see, then "run" or "wait" for a minute and explode, correct?

Seawing
 
Hi Seawing.
Yup, thats right. There seemed to be no value in having a ASW torpedo 'running' . The SOP for homing torps is to drop within 150 yards of of the submarine location, it sinks out of sight straight away, and begins running a circular search pattern untill the weapon acquires the target, then shifts into attack mode, accelerates, closes and blooey, so a delay after impact, then whammo seemed more realistic,though FSX torpedos have a 100% kill ratio. I've some half-assed notions(my favorite kind of notions) about a gauge controlled torpedo, but its just a half baked at this point while I try to wrap my skull around C++ and XML coding:banghead:. Of course, some half baked notions have worked out fairly nicely.
 
Ok, having the search pattern in mind, I agree that "static" is enough. I remember one droppable object torpedo, that overtook the aircraft at roughly 500 kts (I dropped it from my Gannet), that was highly unrealistic. So rather keep it as it is!

Thanks for all your efforts!!
 
Its a bit more realistic. Even an ALFA or a PAPA at full honk(and making more noise than god paddling a kayak up $#!%creek one-handed) won't go far in a few minutes, and lightweight torpedos are slow and short ranged- though thats changing in the newest generation of weapons. One of the most closely held naval secrets of the Second World War was the FIDO air launched ASW torpedo, and the fact that if the Uboot surfaced, it could out run the torpedo!
 
Tried it, and I out smarted myself. Discard previous version. This onView attachment 79042View attachment 79043View attachment 79044View attachment 79045e acts like a marine marker is supposed to except burn time. And you get a generic Lightweight Torpedo to drop.

Hi guys - I'm really interested in the smoke float effect as a drift indicator, but how do I get it ? I tried clicking on the attachment and all it tells me is that the attachment is invalid. I PM'd Admin and Lazarus but no reply. Thanks !
 
Hi Dick.
Had to clesr out the atachments a few days back to make room for assorted ships and what not, and to try to keep the server unloaded a tiny bit. It is also an evolving project, , so stuff gets changed around. Had just been dropping a Mk 30. Let me but the beta on mediafire or something. Check back shortly.
 
Effect

I don't know squat about effects, but I have a short video of an effect, by Erwin Welker, intended to be the oil slick after discharge of dept charge that leaves a 'marker' for aprox 2 1/2 minutes. Can you change the color? I suppose so. Can you add a bright chemical flare? I guess. Can you make it blink? (Oh, wait, that's not it-hehe). Anyway it's in zip 'fsx_pt-boat dot zip', found at FSCom. It's takes over the lights section but I suppose it could be used as 'smoke'? Link: http://youtu.be/_vQ-GfuFsyE .
Chuck B
Napamule
Edit: If your browser doesn't show video (for 1,000 reasons-won't go into it here) RIGHT CLICK the link, and ck 'Open In New Window'. That will work. When done viewing video, 'X' out and you wind up back here.
 
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